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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 magic items

or carry more than 10 pounds.;Guide (Magic Initiate)

Ranger 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

M(a bit of fleece);1 minute;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

S;1 minute;You create a ghostly

  • casting time the target takes 1d8 necrotic damage
  • range and it can't regain hit points until the start of your next turn. Until then

  • components the hand clings to the target. If you hit an undead target
  • duration it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8)

muddy footprints 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

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

muddy footprints the healing increases by 1d8 for each slot level above 1st. ;Ranger

up to 1 minute;As you hit the target

  • casting time and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save
  • range the target has the Restrained condition until the spell ends. On a successful save

  • components the vines shrivel away
  • duration and the spell ends. While Restrained

the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success

muddy footprints grasping vines appear on it

S

  • casting time and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. ;Ranger
  • range

muddy footprints M;Instantaneous;(a sprig of mistletoe)Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point

up to 1 minute;The next time you hit a creature with a ranged weapon attack before the spell ends

  • casting time the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels: The damage increases by 1d10 for each slot level above 1st. ;Ranger

muddy footprints this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack

up to 1 hour;You magically mark one creature you can see within range as your quarry. Until the spell ends

  • casting time you can take a Bonus Action to move the mark to a new creature you can see within range.
    At Higher Levels: Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).;Ranger
  • range

muddy footprints you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 Hit Points before this spell ends

S;10 minutes;For the duration

  • casting time and you can use any of the Influence action's skill options with them. Most Beasts have little to say about topics that don't pertain to survival or companionship
  • range but at minimum

  • components a Beast can give you information about nearby locations and monsters
  • duration including whatever it has perceived within the past day.;Ranger

muddy footprints you can comprehend and verbally communicate with Beasts

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Minor Illusion;Illusion cantrip;1 action;30 feet;S 0;Minor Illusion;Illusion cantrip;1 action;30 feet;S
0;Chill Touch;Conjuration cantrip;1 action;30 feet;V 0;Chill Touch;Conjuration cantrip;1 action;30 feet;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Goodberry;1st level Transmutation;1 action;Touch;V 1;Goodberry;1st level Transmutation;1 action;Touch;V
1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Hail of Thorns;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration 1;Hunter's Mark;1st level Divination;1 bonus action;90 feet;V;Concentration
1;Speak with Animals;1st level Divination;1 action;Self;V 1;Speak with Animals;1st level Divination;1 action;Self;V

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time 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
  • range the creature knows it was charmed by you.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ;Ranger (Fey Wanderer)
  • duration

muddy footprints and does so with advantage if you or your companions are fighting it. If it fails the saving throw

1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V