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M;Concentration

  • casting time if you're fighting it
  • range or if you have cast this spell on it within the past 24 hours.

    The spell ends early if the target takes damage or if you make an attack roll

  • components deal damage
  • duration or force anyone to make a saving throw. When the spell ends

the target knows it was Charmed by you.;Bard

Bard up to 1 minute;(some makeup)You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid

M;1 round;(a copper wire)You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence. 1 foot of stone

  • casting time or wood. or a thin sheet of lead blocks the spell.;Bard
  • range

Bard metal

11 (3d6)

Bard and 17 (4d6).;Bard

S;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

  • casting time 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.;Bard
  • range

Bard 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

it takes 3d6 Psychic damage and must immediately use its Reaction

  • casting time to move as far away from you as it can
  • range using the safest route. On a successful save

  • components the 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.
    ;Bard
  • duration

Bard if available

S

  • casting time up to 1 minute;(a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns
  • range the target repeats the save

  • components ending the spell on itself on a success.

    Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.;Bard
  • duration

Bard M;Concentration

S

  • casting time taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.

    A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.;Bard
  • range

Bard M;Instantaneous;(a chip of mica)A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage
  • range and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.;Bard

Bard up to 10 minutes;For the duration

M;Concentration

  • casting time you could say
  • range Fetch the key to the cult's treasure vault

  • components and give the key to me. Or you could say
  • duration Stop fighting

leave this library peacefully

Bard up to 8 hours;(a drop of honey)You suggest a course of activity-described in no more than 25 words-to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example

0;Friends;Enchantment Cantrip;1 action;10ft.;S 0;Friends;Enchantment Cantrip;1 action;10ft.;S
0;Message;Transmutation Cantrip;1 action;120ft.;S 0;Message;Transmutation Cantrip;1 action;120ft.;S
0;Vicious Mockery;Enchantment Cantrip;1 action;60ft.;V;Instantaneous;You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
0;Vicious Mockery;Enchantment Cantrip;1 action;60ft.;V;Instantaneous;You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
1;Charm Person;1st Level Enchantment;1 action;30ft.;V 1;Charm Person;1st Level Enchantment;1 action;30ft.;V
1;Dissonant Whispers;1st Level Enchantment;1 action;60ft.;V;Instantaneous;One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save 1;Dissonant Whispers;1st Level Enchantment;1 action;60ft.;V;Instantaneous;One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save
2;Hold Person;2nd Level Enchantment;1 action;60ft.;V 2;Hold Person;2nd Level Enchantment;1 action;60ft.;V
2;Shatter;2nd Level Evocation;1 action;60ft./10ft. Sphere;V 2;Shatter;2nd Level Evocation;1 action;60ft./10ft. Sphere;V
2;Silence;2nd Level Illusion;1 action;120ft./20ft. Sphere;V 2;Silence;2nd Level Illusion;1 action;120ft./20ft. Sphere;V
2;Suggestion;2nd Level Enchantment;1 action;30ft.;V 2;Suggestion;2nd Level Enchantment;1 action;30ft.;V

S

  • casting time up to 10 minutes;(a bit of fleece)You create the image of an object
  • range a creature

  • components 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 real
  • duration including sounds

smells

Bard M;Concentration

M;Concentration

  • casting time the creature has the Incapacitated condition and 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
  • range

Bard up to 1 minute;(a pinch of confetti)You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed

M;1 hour;(a miniature ziggurat)This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover

  • casting time any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.;Bard
  • range

Bard when the target communicates by speaking or signing

S;Concentration

Bard up to 1 minute;A creature you touch has the Invisible condition until the spell ends.;Bard

S

  • casting time up to 1 hour;(a caterpillar cocoon)You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast
  • range but the target retains its alignment

  • components personality
  • duration creature type

Hit Points

Bard M;Concentration

you can inspire another creature within 60 ft. that can see or hear you. That creature gains one of your Bardic Inspiration dice (1d8). Once within the next hour

  • casting time the creature can roll the Bardic Inspiration die and add the number rolled to the total
  • range potentially turning the failure into a success.;Bard Feature

Bard when the creature fails a D20 Test

you can take a Reaction to cause the save to be rerolled with Advantage.;College of Lore

Bard

you can expend one use of Bardic Inspiration. roll the Bardic Inspiration die and subtract the number rolled from the creature's roll

Bard reducing the damage or potentially turning the success into a failure.;College of Lore

Uncommon;1 bonus action;Self;;;You regain 4d4 + 4 Hit Points when you drink this potion.

Whatever its potency

Bard the potion's red liquid glimmers when agitated.;Consumable

3;Major Image;3rd Level Illusion;1 action;120ft./20ft. Cube;V 3;Major Image;3rd Level Illusion;1 action;120ft./20ft. Cube;V
3;Hypnotic Pattern;3rd Level Illusion;1 action;120ft./30ft. Cube;S 3;Hypnotic Pattern;3rd Level Illusion;1 action;120ft./30ft. Cube;S
3;Tongues;3rd Level Divination;1 action;Touch;V 3;Tongues;3rd Level Divination;1 action;Touch;V
4;Greater Invisibility;4th Level Illusion;1 action;Touch;V 4;Greater Invisibility;4th Level Illusion;1 action;Touch;V
4;Polymorph;4th Level Transmutation;1 action;60ft.;V 4;Polymorph;4th Level Transmutation;1 action;60ft.;V
;Bardic Inspiration;;1 bonus action;60ft.;;;As a Bonus Action ;Bardic Inspiration;;1 bonus action;60ft.;;;As a Bonus Action
;Countercharm;;1 reaction;;;;If you or a creature within 30 ft. fails a saving throw against an effect that applies the Charmed or Frightened condition ;Countercharm;;1 reaction;;;;If you or a creature within 30 ft. fails a saving throw against an effect that applies the Charmed or Frightened condition
;Cutting Words;;1 reaction;;;;When a creature that you can see within 60 ft. of you makes a damage roll or succeeds on an ability check or attack roll ;Cutting Words;;1 reaction;;;;When a creature that you can see within 60 ft. of you makes a damage roll or succeeds on an ability check or attack roll
;Potion of Healing (Greater);Potion ;Potion of Healing (Greater);Potion

S;1 minute;A spectral

  • casting time you can use the hand to manipulate an object
  • range open an unlocked door or container

  • components stow or retrieve an item from an open container
  • duration 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

Bard 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

S;Concentration

  • casting time you sense the presence of magical effects within 30 feet of yourself. If you sense such effects
  • range you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic

  • components and if an effect was created by a spell
  • duration you learn the spell's school of magic.

    The spell is blocked by 1 foot of stone

dirt

Bard up to 10 minutes;For the duration

you teleport up to 30 feet to an unoccupied space you can see.;Elven Lineage Spells

Bard

S

  • casting time you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon
  • range and the weapon's damage die becomes a d8. If the attack deals damage

  • components it can be Force damage or the weapon's normal damage type (your choice).

    The spell ends early if you cast it again or if you let go of the weapon.

    Cantrip Upgrade. The damage die changes when you reach levels 5 (d10)
  • duration 11 (d12)

and 17 (2d6).;Fochlucan Bandore

Bard M;1 minute;(mistletoe)A Club or Quarterstaff you are holding is imbued with nature's power. For the duration

S;Concentration

  • casting time these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

    Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success
  • range it frees itself from the grasping plants and is no longer Restrained by them.;Fochlucan Bandore

Bard up to 1 minute;Grasping plants sprout from the ground in a 20-foot square within range. For the duration

up to 1 minute;Objects in a 20-foot Cube within range are outlined in blue

  • casting time or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

    Attack rolls against an affected creature or object have Advantage if the attacker can see it.;Fochlucan Bandore

Bard green

S

  • casting time up to 10 minutes;Until the spell ends
  • range one willing creature you touch is protected against creatures that are Aberrations

  • components Celestials
  • duration Elementals

Fey

Fiends M;Concentration

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.;Fochlucan Bandore

Fiends you can comprehend and verbally communicate with Beasts

S

  • casting time up to 1 hour;(an eyelash in gum arabic)A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll
  • range deals damage

  • components or casts a spell.

    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.;Fochlucan Bandore
  • duration

Fiends M;Concentration

0;Mage Hand;Conjuration Cantrip;1 action;30ft.;V 0;Mage Hand;Conjuration Cantrip;1 action;30ft.;V
1;Detect Magic;1st Level Divination;1 action;Self/30ft. Sphere;V 1;Detect Magic;1st Level Divination;1 action;Self/30ft. Sphere;V
2;Misty Step;2nd Level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd Level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
0;Shillelagh;Transmutation Cantrip;1 bonus action;Self;V 0;Shillelagh;Transmutation Cantrip;1 bonus action;Self;V
1;Entangle;1st Level Conjuration;1 action;90ft./20ft. Cube;V 1;Entangle;1st Level Conjuration;1 action;90ft./20ft. Cube;V
1;Faerie Fire;1st Level Evocation;1 action;60ft./20ft. Cube;V;Concentration 1;Faerie Fire;1st Level Evocation;1 action;60ft./20ft. Cube;V;Concentration
1;Protection from Evil and Good;1st Level Abjuration;1 action;Touch;V 1;Protection from Evil and Good;1st Level Abjuration;1 action;Touch;V
1;Speak with Animals;1st Level Divination;1 action;Self;V 1;Speak with Animals;1st Level Divination;1 action;Self;V
2;Invisibility;2nd Level Illusion;1 action;Touch;V 2;Invisibility;2nd Level Illusion;1 action;Touch;V

S

  • casting time up to 10 minutes;(a metal spring)One creature or loose 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 an object 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)
  • range 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

  • components you can move up or down as part of your move. Otherwise
  • duration you can take a Magic action to move the target

which must remain within the spell's range.

When the spell ends

Fiends M;Concentration

S

  • casting time up to 10 minutes;(a feather)You touch a willing creature. For the duration
  • range the target gains a Fly Speed of 60 feet and can hover. When the spell ends

  • components the target falls if it is still aloft unless it can stop the fall.

    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.;Fochlucan Bandore
  • duration

Fiends M;Concentration

M;1 minute;(a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

If a creature takes a Study action to examine the sound or image

  • casting time the illusion becomes faint to the creature.

    Sound. If you create a sound
  • range its volume can range from a whisper to a scream. It can be your voice

  • components someone else's voice
  • duration a lion's roar

a beating of drums

Fiends 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

S;1 hour;You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times

  • casting time harmless sensory effect
  • range such as a shower of sparks

  • components a puff of wind
  • duration faint musical notes

or an odd odor.

Fire Play. You instantaneously light or snuff out a candle

a torch you can have up to three of its non-instantaneous effects active at a time.

Sensory Effect. You create an instantaneous

S;1 round;An imperceptible barrier of magical force protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from Magic Missile.;Magic Initiate (Wizard)

a torch you have a +5 bonus to AC

S

  • casting time taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

    Flammable objects in the area that aren't being worn or carried start burning.

    Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.;Magical Discoveries
  • range

a torch M;Instantaneous;(a ball of bat guano and sulfur)A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw

S;Concentration

  • casting time visible only to that creature. The target makes a Wisdom saving throw. On a failed save
  • range the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save

  • components the target takes half as much damage
  • duration and the spell ends.

    For the duration

the target makes a Wisdom saving throw at the end of each of its turns. On a failed save

a torch up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears

Common;1 action;5ft.-20ft./60ft.;;;Damage: 1d4+3
Damage Type: Piercing
Properties: Finesse

  • casting time Thrown
  • range Nick;Weapon

a torch Light

Common;1 action;5ft.;;;Damage: 1d6-1/1d8-1
Damage Type: Bludgeoning;Weapon

a torch

2;Levitate;2nd Level Transmutation;1 action;60ft.;V 2;Levitate;2nd Level Transmutation;1 action;60ft.;V
3;Fly;3rd Level Transmutation;1 action;Touch;V 3;Fly;3rd Level Transmutation;1 action;Touch;V
0;Minor Illusion;Illusion Cantrip;1 action;30ft./5ft. Cube;S 0;Minor Illusion;Illusion Cantrip;1 action;30ft./5ft. Cube;S
0;Prestidigitation;Transmutation Cantrip;1 action;10ft.;V 0;Prestidigitation;Transmutation Cantrip;1 action;10ft.;V
1;Shield;1st Level Abjuration;1 reaction;Self;V 1;Shield;1st Level Abjuration;1 reaction;Self;V
3;Fireball;3rd Level Evocation;1 action;150ft./20ft. Sphere;V 3;Fireball;3rd Level Evocation;1 action;150ft./20ft. Sphere;V
4;Phantasmal Killer;4th Level Illusion;1 action;120ft.;V 4;Phantasmal Killer;4th Level Illusion;1 action;120ft.;V
;Dagger;Weapon ;Dagger;Weapon
;Quarterstaff;Weapon ;Quarterstaff;Weapon