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STARRY WISP (UA)

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Higher Levels: This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Bard Cantrip, Evocation

SILVERY BARBS

  • casting time 1 reaction
  • range 60 feet

  • components V
  • duration Instantaneous

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.

Bard 1st Enchantment

STARRY WISP

  • casting time
  • range 60 foot

  • components V, S
  • duration Instantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Higher Levels: This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Bard Cantrip, Evocation

SHATTER

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

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

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Bard 2nd Evocation

PHANTASMAL FORCE 2/2

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a bit of fleece

While affected, the target treats the phantasm as real and rationalizes any illogical outcomes.
Example: target tries to walk across a phantasmal bridge and falls. If it survives, it still believes in the bridge and finds another explanation for its fall, it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target believes the illusion so much it can take damage from it. A phantasmal creature can attack the target. A phantasmal fire, acid, or lava can burn the target. Each round, the phantasm can deal 1d6 psychic damage if the target is in its area or within 5 feet, provided the illusion can logically deal damage. The target perceives the damage as appropriate to the illusion.

Bard 2nd Illusion

PHANTASMAL FORCE 1/2

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a bit of fleece

Create an illusion in the mind of a creature that you can see within range. Target must make an Intelligence saving throw. Failed save: you create a phantasmal object, creature, or other visible phenomenon of your choice (incl. sound, temperature and other stimuli). Max 10-foot cube, perceivable only to the target for the duration.
No effect on undead or constructs.

Target can use action to examine the phantasm with an Intelligence (Investigation) check vs. your spell save DC. Check succeeds: target realizes that it's an illusion, the spell ends.

Bard 2nd Illusion

TASHA'S HIDEOUS LAUGHTER

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

tiny tarts and a feather that is waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.

The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration.
A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Bard 1st Enchantment

HEROISM

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Bard 1st Enchantment

HELLISH REBUKE

  • casting time 1 reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Warlock 1st Evocation

CANTRIP CANTRIP
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CANTRIP CANTRIP
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HEALING WORD

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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, the healing increases by 1d4 for each slot level above 1st.

Bard 1st Evocation

VICIOUS MOCKERY

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Bard Enchantment Cantrip

THAUMATURGY

  • casting time 1 action
  • range 30 feet

  • components V
  • duration up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.

• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Cleric Transmutation Cantrip

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CANTRIP CANTRIP
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