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S

  • casting time the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example
  • range because there is no one within its reach or because its reaction is unavailable)

  • components the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save
  • duration the target takes half as much damage only.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d4 for each slot level above 3rd.;Bard (Expanded)

Warlock M;Instantaneous;You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save

Warlock

Warlock

Warlock

Warlock

S

  • casting time regardless of the weather outside.
    Until the spell ends
  • range you can command the interior to become dimly lit or dark. The dome is opaque from the outside

  • components of any color you choose
  • duration but it is transparent from the inside.
    Spell Lists. Bard

Wizard;Bard (Expanded)

Warlock M;8 hours;A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry

Warlock

Warlock

Warlock

3;Antagonize;3rd level Enchantment;1 Action;30 feet;V 3;Antagonize;3rd level Enchantment;1 Action;30 feet;V
3;Bestow Curse;3rd level Necromancy;1 action;Touch;V S;Concentration up to 1 minute;You touch a creature and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell choose the nature of the curse from the following options.
• Choose 1 ability score. While cursed the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed the target has disadvantage on attack rolls against you.
• While cursed the target must make a Wisdom saving throw at the start of each of its turns. If it fails it wastes its action that turn doing nothing.
• While the target is cursed your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option you may choose an alternative curse effect but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher the duration is concentration up to 10 minutes. If you use a spell slot of 5th level or higher the duration is 8 hours. -
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If you use a spell slot of 7th level or higher the duration If you use a spell slot of 7th level or higher the duration is 24 hours. If you use a 9th level spell slot the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. ;Bard
3;Bestow Curse;3rd level Necromancy;1 action;Touch;V S;Concentration up to 1 minute;You touch a creature and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell choose the nature of the curse from the following options.
• Choose 1 ability score. While cursed the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed the target has disadvantage on attack rolls against you.
• While cursed the target must make a Wisdom saving throw at the start of each of its turns. If it fails it wastes its action that turn doing nothing.
• While the target is cursed your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option you may choose an alternative curse effect but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher the duration is concentration up to 10 minutes. If you use a spell slot of 5th level or higher the duration is 8 hours. -
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If you use a spell slot of 7th level or higher the duration If you use a spell slot of 7th level or higher the duration is 24 hours. If you use a 9th level spell slot the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. ;Bard
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V S M;Concentration up to 10 minutes;(A focus worth at least 100 gp either a jeweled horn for hearing or a glass eye for scrying)You create an invisible sensor within range in a location familiar to you (A place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door around a corner or in a grove of trees). The sensor remains in place for the duration and it can't be attacked or otherwise interacted with. When you cast the spell you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous intangible orb about the size of your fist.
When you cast the spell you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous intangible orb about the size of your fist.
A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous intangible orb about the size of your fist. ;Bard
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V S M;Concentration up to 10 minutes;(A focus worth at least 100 gp either a jeweled horn for hearing or a glass eye for scrying)You create an invisible sensor within range in a location familiar to you (A place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door around a corner or in a grove of trees). The sensor remains in place for the duration and it can't be attacked or otherwise interacted with. When you cast the spell you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous intangible orb about the size of your fist.
When you cast the spell you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous intangible orb about the size of your fist.
A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous intangible orb about the size of your fist. ;Bard
3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V S;Concentration up to 1 minute;You reach into the mind of 1 creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save the target loses the ability to distinguish friend from foe regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage it can repeat the saving throw ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target it must choose the target at random from among the creatures it can see within range of the attack spell or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature the creature must make that attack if it is able to.;Bard (XGE)
3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V S;Concentration up to 1 minute;You reach into the mind of 1 creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save the target loses the ability to distinguish friend from foe regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage it can repeat the saving throw ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target it must choose the target at random from among the creatures it can see within range of the attack spell or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature the creature must make that attack if it is able to.;Bard (XGE)
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S M;Concentration up to 1 minute;(A glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save the creature becomes charmed for the duration. While charmed by this spell the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. ;Bard
3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S M;Concentration up to 1 minute;(A glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save the creature becomes charmed for the duration. While charmed by this spell the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. ;Bard
3;Leomund's Tiny Hut (Ritual);3rd level Evocation;1 MinuteR;Self (10-foot radius hemisphere);V 3;Leomund's Tiny Hut (Ritual);3rd level Evocation;1 MinuteR;Self (10-foot radius hemisphere);V
3;Major Image;3rd level Illusion;1 action;120 feet;V S M;Concentration up to 10 minutes;(A bit of fleece)You create the image of an object a creature or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real including sounds smells and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage a sound loud enough to deal thunder damage or deafen a creature or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion you can use your action to cause the image to move to any other spot within range. As the image changes location you can alter its appearance so that its movements appear natural for the image. For example if you create an image of a creature and move it you can alter the image so that it appears to be walking. Similarly you can cause the illusion to make different sounds at different times even making it carry on a conversation for example.
Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image and its other sensory qualities become faint to the creature.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher the spell lasts until dispelled without requiring your concentration. ;Bard
3;Major Image;3rd level Illusion;1 action;120 feet;V S M;Concentration up to 10 minutes;(A bit of fleece)You create the image of an object a creature or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real including sounds smells and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage a sound loud enough to deal thunder damage or deafen a creature or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion you can use your action to cause the image to move to any other spot within range. As the image changes location you can alter its appearance so that its movements appear natural for the image. For example if you create an image of a creature and move it you can alter the image so that it appears to be walking. Similarly you can cause the illusion to make different sounds at different times even making it carry on a conversation for example.
Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image and its other sensory qualities become faint to the creature.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher the spell lasts until dispelled without requiring your concentration. ;Bard
3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V S M;10 minutes;(Burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends you can ask the corpse up to 5 questions. The corpse knows only what it knew in life including the languages it knew. Answers are usually brief cryptic or repetitive and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body only its animating spirit. Thus the corpse can't learn new information doesn't comprehend anything that has happened since it died and can't speculate about future events. ;Bard
3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V S M;10 minutes;(Burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends you can ask the corpse up to 5 questions. The corpse knows only what it knew in life including the languages it knew. Answers are usually brief cryptic or repetitive and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body only its animating spirit. Thus the corpse can't learn new information doesn't comprehend anything that has happened since it died and can't speculate about future events. ;Bard
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V S M;Concentration up to 1 minute;(A rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow nauseating gas centered on a point within range. The cloud spreads around corners and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Bard
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V S M;Concentration up to 1 minute;(A rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow nauseating gas centered on a point within range. The cloud spreads around corners and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Bard