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Candle of Anti-Light

  • casting time1 action
  • rangeTouch

  • componentsS
  • duration1 hour

While burning, this dark candle sheds magical darkness in a 10 foot radius. It can be lit for up to one hour before it's consumed, and can be snuffed or relit like a normal candle. Completely covering the candle with something opaque contains the darkness within it. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

Wondrous Item Wondrous Item

Carpet of Flying

  • casting time1 action
  • rangeTouch

  • componentsV
  • duration1 hour

You can use an action to unfurl this illustrated scroll and speak its command word, which is typically written along the edge of the scroll. When you do, the scroll transforms into a special plush carpet of flying, which is commanded using the same command word as the scroll. This carpet is 2 feet wide and 6 feet long, has a carrying capacity of 400 pounds, and has a flying speed of 60 feet. It can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. After 1 hour, the carpet loses its magic. When you use this scroll, roll a d20. On a 1, the scroll transforms into a hostile rug of smothering in the nearest unoccupied space within 5 feet of you. This property of the scroll is only revealed when you first speak the scroll's command word. An identify spell fails to reveal it. Uses: 1 per day

Wondrous Item Wondrous Item

Silvery Barbs

  • casting time1 Reaction
  • range60 feet

  • componentsV
  • durationInstantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Fey Touched 1st 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.

Fey Touched 2nd level Conjuration

Shillelagh

  • casting time1 bonus action
  • rangeTouch

  • componentsV S M
  • duration1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon and the weapon's damage die becomes a d8. The weapon also becomes magical if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Fochlucan Bandore Transmutation cantrip

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 10 minutes

holy water or powdered silver and iron which the spell consumes

Until the spell ends one willing creature you touch is protected against certain types of creatures - aberrations celestials elementals fey fiends and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed frightened or possessed by them. If the target is already charmed frightened or possessed by such a creature the target has advantage on any new saving throw against the relevant effect.

Fochlucan Bandore 1st level Abjuration

Entangle

  • casting time1 action
  • range90 feet

  • componentsV S
  • durationConcentration up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success it frees itself.
When the spell ends the conjured plants wilt away.

Fochlucan Bandore 1st level Conjuration

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration up to 1 minute

Each object in a 20-foot cube within range is outlined in blue green or violet light (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.

Fochlucan Bandore 1st level Evocation

Speak with Animals (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence but at minimum beasts can give you information about nearby locations and monsters including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you at the DM's discretion.

Fochlucan Bandore 1st level Divination

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Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target one additional creature for each slot level above 2nd.

Fochlucan Bandore 2nd level Illusion

Levitate

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling) which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target you can move up or down as part of your move. Otherwise you can use your action to move the target which must remain within the spell's range.
When the spell ends the target floats gently to the ground if it is still aloft.

Fochlucan Bandore 2nd level Transmutation

Fly

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 10 minutes

a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends the target falls if it is still aloft unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher you can target one additional creature for each slot level above 3rd.

Fochlucan Bandore 3rd level Transmutation

Web

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 hour

a bit of spider web

You conjure a mass of thick sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor wall or ceiling the conjured web collapses on itself and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round dealing 2d4 fire damage to any creature that starts its turn in the fire.

Wand of Web /20 2nd level Conjuration

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