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Red Willow

  • casting time 1 bonus action
  • range 60 feet

  • components S, M
  • duration 1 round

a willow leaf

You give a creature of your choice you can see within range insight into your actions. Until the spell ends, when the target makes a saving throw against a spell you cast or a feature you use, it has advantage on the roll.

At higher levels. At 5th level, you can target an additional creature (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).

Bard, Druid, Cleric, Sorcerer Enchantment

Hemopraxi

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Mild manipulations of blood best used for practice, but can have a variety of effects within its range.
• You cause a part of a humanoid’s body to harmlessly numb or flush with blood for 1 minute.
• You create an object no larger than 4 inches in any dimension out of your blood which lasts for 1 minute. The object is the color of your blood and slightly pliable.
• You cause a minor wound to seal.
• You hurl a tiny amount of your blood onto a target within range. If it is a creature or moving, you must hit it with a ranged spell attack.
• A creature of your choice within range cries tears of blood for the duration. If the target is unwilling, it can make a Constitution saving throw when first targeted, ending the spell on a success. A creature who succeeds on this save is immune to this effect of the spell for 24 hours. The blood is real and remains after the spell ends, but doesn’t negatively affect the target directly.

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

Warlock, Wizard Necromancy

Finger Pistol

  • casting time 1 action
  • range 100 feet

  • components V, S
  • duration Instantaneous

You shoot a small spike of blood from your finger or harden a finger with magic before stabbing a creature of your choice you can see within range. If the target is within your reach, make a melee spell attack against it. On a hit, the creature takes 1d6 + your spellcasting ability modifier piercing damage.

If the target is outside of your reach, make a ranged spell attack against it. If it is more than 60 feet from you, you have disadvantage on the attack roll. On a hit, the creature takes 1d4 + your spellcasting ability modifier piercing damage.

At higher levels. This spell’s damage increases by one die when you reach 5th level (2d6[2d4]), 11th level (3d6[3d4]), and 17th level (4d6[4d4]).

Sorcerer, Warlock, Wizard Transmutation

Feeble Copper Barrier

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration 1 round

1 copper piece

You prepare your blood to act as a weak defense if you are wounded. Until the end of your next turn, if you take damage, you gain 3 temporary hit points. These temporary hit points last for 1 minute.

At higher levels. The temporary hit points granted by this spell increases by 2 you reach 5th level (5), 11th level (7), and 17th level (9).

Bard, Sorcerer, Warlock, Wizard Transmutation

Crimson Talons

  • casting time 1 bonus action
  • range Self

  • components S
  • duration 1 minute

Razor sharp talons of blood protrude from your fingers until the spell ends. They count as a simple melee weapon with which you are proficient, deal 1d4 slashing damage on a hit, and have the finesse and light properties. When you make an attack with the talons, you can use your spellcasting ability modifier instead of Strength or Dexterity for the attack and damage rolls. You can dismiss the talons as a free action.

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

Druid, Warlock, Wizard Necromancy

Blood Drops

  • casting time 1 action
  • range 60 feet, 2 different creatures of your choice you can see within range

  • components S, M
  • duration Instantaneous

two drops of blood

You hurl two, tear-shaped blood drops encased
in glass-like shells at two different creatures of your choice you can see within range. Make a ranged spell attack against each target. On a hit, a target takes 1d6 necrotic damage.

At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sorcerer, Wizard, Warlock Necromancy

Blood Burst

  • casting time 1 bonus action
  • range Self (10-foot cone)

  • components V, S, M
  • duration Instantaneous

a cutting implement worth at least 1 cp

You concentrate blood at a point on your body before slicing it open, causing a burst of blood in a 10-foot cone in a direction of your choice. Each creature in the cone must succeed on a Dexterity saving throw or take 1d8 necrotic damage.

At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cleric, Sorcerer, Warlock, Wizard Necromancy

Bleeding Edge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

a melee weapon worth at least 1 sp

You prick your finger and smear your blood on the weapon used in the spell’s casting and make a melee attack with it against one creature within the weapon’s reach. On a hit, the target suffers the attack's normal effects, and takes extra necrotic damage equal to your spellcasting ability modifier.

At higher levels. The spell’s damage increases by 1d8 when you reach 5th level (1d8 + modifier), 11th level (2d8 + modifier), and 17th level (3d8 + modifier).

Cleric, Sorcerer, Warlock, Wizard Necromancy

Dread Infusion

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 round

a handful of hay

You infuse a sense of dread into a creature of your choice within range. The target has disadvantage on the next saving throw it makes to resist the frightened condition before the start of your next turn. A creature immune to the frightened condition is unaffected by this spell.

At higher levels. You can target additional creatures when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).

Cleric, Paladin, Warlock Enchantment

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Hay Fever

  • casting time 1 action
  • range 15 feet

  • components V, S, M
  • duration 1 round

a handful of hay

You blow a small cloud of hay into the face of a creature of your choice within range. The creature must make a Constitution saving throw. On a failed save, it takes 1d4 poison damage and it can use either an action or a bonus action, but not both, on its next turn, while the other is used to cough and sneeze. A creature immune to the poisoned condition is unaffected by this spell.

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

Artificer, Druid Conjuration

Handful of Harvestmen

  • casting time 1 action
  • range 15 feet

  • components V, S, M
  • duration 1 round

You conjure and hurl a ball of harvestmen at a creature of your choice within range. Make a ranged spell attack against the target. On hit, the creature takes 1 piercing damage. If its hit points are below half of its maximum, it takes an additional 1d10 poison damage.

At higher levels. This spell’s piercing damage increases by 1, and its poison damage increases by 1d10 when you reach 5th level (2 [2d10]), 11th level (3 [3d10]), and 17th level (4 [4d10]).

Druid, Warlock Conjuration

Wrath of Elements

  • casting time 1 bonus action
  • range Self

  • components V
  • duration 1 round

Roll a d6 on the Random Element table. The next time you cast a spell that deals the rolled damage type before the end of your next turn, each creature dealt damage by that spell takes an extra 1d4 damage of the same type. This spell then ends.
RANDOM ELEMENT
d6 Result
1 Acid
2 Cold
3 Fire
4 Lightning
5 Thunder
6 Re-roll

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

Druid, Sorcerer, Wizard Divination

Wisp of Revelation

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

A wisp-like flame visible only to you reveals the
weakness in a creature of your choice within range. The next time you make a weapon attack against the target
during the spell’s duration, you have advantage on the attack roll. This spell then ends.

Cleric, Warlock, Wizard Divination

Weather Bubble

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

A simple bubble of magic appears around and moves with you, neutralizing minor weather phenomena such as rain, wind slower than 10 miles-per-hour, and blowing dust or sand particles. This spell has no effect on unnatural weather phenomena or weather affects that would harm your person.

Wizard Abjuration

Wallop

  • casting time 1 action
  • range Self

  • components S, M
  • duration Instantaneous

a stick

A mass solid magic wreathes your hands as a crude bludgeoning implement. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d8 bludgeoning damage and must make a Strength saving throw if it is your size or smaller. On a failed save, the target is knocked prone.

At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer, Sorcerer, Warlock Conjuration

Tic

  • casting time 1 action
  • range 30 feet, A 5-foot radius sphere centered on a point of your choice you can see within range

  • components V, S
  • duration 1 round

An irritating series of clicks, ticks, and clacks ring out in a 5-foot radius sphere centered on a point of your choice within range. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature has disadvantage on Constitution saving throws to maintain concentration until the end of your next turn.

Bard, Warlock, Wizard Necromancy

Thunder Palm

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A seismic orb of thunder appears in your hand as you slam it into a creature. Make a melee spell attack against the target. On a hit, it takes 1d10 thunder damage and is pushed 5 feet away from you.

At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Artificer, Druid, Wizard Evocation

Thorn Splinters

  • casting time 1 reaction, which you take in response to being damaged by a melee attack from a creature you can see within 10 feet of you
  • range 10 feet

  • components S, M
  • duration Instantaneous

a bundle of thorns

A mass of thorns lashes out at a creature who harmed you with a melee attack. The creature who hit you must succeed on a Dexterity saving throw or take 1d4 piercing damage.

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

Druid, Sorcerer Abjuration

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Stone's Aid

  • casting time 1 reaction, in response to a creature you can see on a stone or earth surface standing up from being prone
  • range 30 feet

  • components S
  • duration Instantaneous

Stone hands emerge from the earth around a creature of your choice as it stands. Choose one of the following effects to apply to the creature.
• It must make a Strength saving throw. On a failed save, it does not stand up but still expends the movement.
• It does not expend any movement to stand.

Bard, Druid, Sorcerer Transmutation

Swamp Gas

  • casting time 1 action
  • range Self (10-foot cube)

  • components V, S, M
  • duration 1 round

a pouch of onions and rice

You exhale a cloud of invisible and foul-smelling swamp gas into a 10-foot cube originating from you. Until the end of your next turn, if a creature in the area takes fire damage or an open flame enters the area, the gas combusts and each creature in the area must succeed on a Dexterity saving throw or takes 1d8 fire damage.

The gas can be dispersed early by a wind of moderate or greater speed (at least 10 miles per hour), ending the spell.

At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Bard, Druid, Sorcerer, Warlock Conjuration

Stilling Breath

  • casting time 1 action
  • range Self (5-foot radius sphere)

  • components V
  • duration Instantaneous

The calm rhythm of your breathing stills the environment in a 5-foot radius sphere around you. Each creature in the area must succeed on a Constitution saving throw or take 1d4 cold damage and have its speed reduced by 10 feet until the end of its next turn.

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

Sorcerer, Warlock, Wizard Transmutation

Static

  • casting time 1 action
  • range Touch

  • components S, M
  • duration 1 round

a copper rod with a ball of cotton on the end

Your touch charges a creature with electricity. Make a melee spell attack against the target. You have advantage on this attack if the target is wearing metal armor. On a hit, the target takes 1d6 lightning damage and is infused with lightning until the start of your next turn. Until the spell ends, the target takes 1d4 lightning damage when it moves for every 10 feet it travels.

At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Artificer, Sorcerer, Warlock, Wizard Evocation

Spatial Slice

  • casting time 1 action
  • range Self (5-foot radius)

  • components S, M
  • duration 1 round

A melee weapon worth at least 1sp that deals slashing damage

The weapon you used in the spell’s casting shines as you make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and a small rip in space appears where it stands until the start of your next turn, at which point the rip collapses. If a creature is in the rip when it collapses, the creature takes 1d10 force damage.

At higher levels. At 5th level, the melee attack deals an extra 1d6 force damage to the target on a hit, and the damage the rift deals increases to 2d10. Both damage rolls increase again at the 11th level (2d6 and 3d10) and 17th level (3d6 and 4d10).

Artificer, Sorcerer, Warlock, Wizard Evocation

Sonar Pulse

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You send a concentrated pulse of sonar at a creature of your choice within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 thunder damage and you are magically aware of its location until the end of your turn. While you are aware of the creature in this way, you are considered able to see it. If you cast this spell underwater, the damage increases to 1d10.

This spell’s damage increases by 1d8[1d10] when you reach 5th level (2d8[2d10]), 11th level (3d8[3d10]), and 17th level (4d8[4d10]).

Artificer, Druid, Sorcerer Evocation

Slash

  • casting time 1 action
  • range 10 feet, A creature of your choice you can see within range

  • components S
  • duration Instantaneous

A blade of force cuts at a creature of your choice you can see within range. Make a melee spell attack against the target. On a hit, it takes 1d6 + your spellcasting ability modifier force damage.

At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Artificer, Sorcerer, Warlock Evocation

Poison Skin

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 round

A pufferfish

A thin layer of poison coats your body until the start of your next turn. When a creature hits you with a melee attack for the first time during the spell’s duration, it must succeed on a Constitution saving throw or be poisoned until the start of its next turn. If the attack was using the creature’s mouth, it has disadvantage on the saving throw.

Druid, Sorcerer, Warlock Necromancy

Painful Sample

  • casting time 1 reaction, in response to taking force, radiant, necrotic, or magical bludgeoning, piercing, or slashing damage
  • range Self

  • components S
  • duration 1 round

You steal and copy a small portion of magic as it harms you. The next time you deal damage to a creature with a melee attack before the end of your next turn, you deal an extra 1d8 damage of the triggering type.

At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer, Warlock, Wizard Evocation

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Occult Scrawl

  • casting time 1 bonus action
  • range Touch, A weapon of your choice within range that is not held by a creature hostile to you

  • components V, S
  • duration 1 round

You hastily inscribe an occult symbol onto a weapon of your choice that is not held by a creature hostile to you. The next time the weapon hits a creature before the start of your next turn, the hit deals an extra 1d4 weapon damage. The spell then ends.

If you cast this spell again while it is active, the first instance of the spell ends.

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

Artificer, Warlock, Wizard Evocation

Narrator

  • casting time 1 action
  • range 10 feet, A deposit of information (such as a book, scroll, or tablet) of your choice you can see within range

  • components S, M
  • duration 1 hour

a writing tool worth at least 1 gp

The writing tool you used as a component animates. Until the spell ends, while the tool and target are within 10 feet of you, the tool will write down what you narrate into the targeted object. The tool can write in any written language you know, as well as ciphers that you understand.

Alternatively, you can choose to have the target object audibly narrate its contents, if you know the language it is written in. The object’s narration can be heard up to 30 feet away, and it can be in any verbal language you speak or cypher you understand.

Artificer, Bard, Warlock, Wizard Enchantment

Muck

  • casting time 1 action
  • range 15 feet, A creature size medium or smaller of your choice that you can see within range and is standing on the ground

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

You transmute the ground underneath the target into a thick mud for the duration. The target must make a Dexterity saving throw. On a failed save, it is stuck in the muck and its speed is reduced to 0.

A stuck creature makes a Strength saving throw at the end of each of its turns, ending the spell on a success.

At higher levels. The size of the creature you can target increases. At 5th level, you can target a large creature, huge at 11th, and gargantuan at 17th.

Druid Transmutation

Micrometeorite

  • casting time 1 bonus action
  • range Self

  • components V
  • duration 1 round

A miniscule meteorite appears above your shoulder until the end of your next turn. The next time you make an attack roll before the spell ends, the meteorite streaks toward the attack’s target. Regardless of if the attack hit, the target of the attack must make a Dexterity saving throw, taking 1d6 bludgeoning damage on a failed save.

At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid, Sorcerer, Warlock, Wizard Conjuration

Light Arrow

  • casting time 1 action
  • range self (60-foot radius)

  • components S, M
  • duration 1 round

A ranged weapon worth at least 1sp that uses ammunition

The projectile of the weapon you used in the spell’s casting glows as you make a ranged attack with it against one creature within 60 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and a narrow beam of light projects from it in a 10-foot line in a direction aligned with the attack. Each creature in the line takes radiant damage equal to your spellcasting ability modifier.

At higher levels. At 5th level, the ranged attack deals an extra 1d8 radiant damage to the target on a hit, and the damage the line deals increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase again at the 11th level (2d8 and 3d6) and 17th level (3d8 and 4d6).

Artificer, Warlock, Wizard Evocation

Hydrox's Gorge

  • casting time 1 action
  • range 30 feet,V, S, M

  • components Instantaneous
  • duration (a melee weapon)

A small rift in space opens, allowing you to attack a foe normally outside your reach. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. You have disadvantage on the attack if the target is within 10 feet of you. On a hit, the target suffers the attack's normal effects, and an extra 1d6 cold damage.

At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sorcerer, Warlock Conjuration

Gravity Crutch

  • casting time 1 action
  • range 30 feet,

  • components S
  • duration 1 round

The target’s gravity gently pushes it upwards until the start of your next turn. If the target is prone and its speed is not 0, it can immediately stand up. If the target takes fall damage during the spell’s duration, the damage is calculated as if the creature fell half as far as it did.

At higher levels. You can target an additional creature when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).

Bard, Sorcerer, Wizard Enchantment

Goading Murmurs

  • casting time 1 action
  • range 5 feet, A willing creature of your choice within range

  • components V
  • duration Instantaneous

Dark murmurs spur rage in the target creature. It takes 1d6 psychic damage, and can immediately use its reaction to make a melee weapon or unarmed attack against a creature in its reach.

A creature immune to the charmed condition is unaffected by this spell.

Bard, Sorcerer, Wizard Enchantment

Forest Armaments

  • casting time 1 action
  • range Touch, A small pile of sticks and rocks

  • components V, S, M
  • duration 1 hour

a hammer

You transform a pile unworked of sticks and rocks into a mundane melee weapon. The weapon’s statistics are identical to a normal weapon of the same type for the duration. The weapon crumbles into its component parts when the spell ends, or you cast it again.

At higher levels. You can create an additional weapon when you reach 5th level (2), 11th level (3), and 17th level (4).

Druid Transmutation

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Flash

  • casting time 1 action
  • range 15 feet,

  • components S, M
  • duration Instantaneous

a mirror shard

You present the mirror shard to a creature of your choice you can see within range as it brilliantly flashes. The target must make a Constitution saving throw. On a failed save, it takes 1d4 radiant damage and is blinded until the start of its next turn.

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

Cleric, Druid Evocation

Fireflies

  • casting time 1 action
  • range 20 feet, A 5-foot radius sphere centered on a point of your choice within range

  • components V, S, M
  • duration Instantaneous

a firefly in a jar

A swarm of fireflies descends upon a 5-foot radius sphere centered on a point of your choice within range. Each creature in the area must succeed on a Dexterity saving throw or take 1d6 fire damage.

At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid, Sorcerer Evocation

Feedback Loop

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 round

(Divination) Your pain afflicts creatures around you until the start of your next turn. The first time you take damage before the end of your next turn, each creature within 5 feet of you must make an Intelligence saving throw. On a failed save, a creature takes 1d8 psychic damage. The spell then ends.

At higher levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer, Bard, Warlock, Wizard Divination

Enchanting Call

  • casting time 1 action
  • range 30 feet,

  • components V
  • duration 1 round

Your words echo in the mind a creature of your choice within range who can hear you, drawing it towards you. It must succeed on a Wisdom saving throw or immediately use its reaction to move 15 feet closer to you, if able. A creature who cannot be charmed is immune to this spell, and a creature will not willingly move into an obviously dangerous hazard, such as a spiked pit or fire.

At higher levels. You can target an additional creature when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).

Bard, Druid, Sorcerer, Warlock, Wizard Enchantment

Embrittling Hex

  • casting time 1 action
  • range 30 feet,

  • components V, S, M
  • duration 1 round

A pouch of crushed bone

You cause the skeletal structure of a creature in range to become fragile. The target must make a Constitution saving throw. On a failed save, when the target takes bludgeoning damage (from a source other than this spell) before the end of your next turn, it takes an extra 3 bludgeoning damage.

This spell has no effect on creatures without a skeleton or similar structure.

At higher levels. This spell’s damage increases by 1 when you reach 5th level (4), 11th level (5), and 17th level (6).

Cleric, Druid, Warlock Necromancy

Earworm

  • casting time 1 action
  • range 10 feet,

  • components S
  • duration 1 hour

A simple, innocuous gesture implants a sentence of up to 10 words in the mind of a creature within range. The target must make a Wisdom saving throw. On a failed save, it hears the sentence as an intrusive thought. On a successful save, the does not hear the sentence and becomes immune to the effects of this spell for 24 hours.

The targeted is not magically compelled to act on the thought. This spell has no effect on creatures that cannot be charmed.

At higher levels. The number of words you can implant increases when you reach 5th level (15 words), 11th level (20 words), and 17th level (25 words).

Bard, Warlock, Wizard Enchantment

Dehydrate

  • casting time 1 action
  • range Touch, A creature, small piece of meat, or small fruit or vegetable of your choice within range

  • components V, S, M
  • duration Instantaneous

a pinch of salt

You gently pull the moisture from the target. If the target is a creature, make a spell attack roll. On hit, it takes 1d4 necrotic damage. If the target is a piece of meat or fruit no larger than a foot in any dimension, the moisture is immediately drained, preserving it.

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

rcerer, Warlock, Wizard Necromancy

Defensive Spines

  • casting time 1 action
  • range Self

  • components V, M
  • duration 1 round

a ring of woven thorns

A ring of force spines orbits around you until the start of your next turn. For the spell’s duration, at the end of an action during which a creature within 10 feet of you hit you with an attack, that creature must make a Dexterity saving throw. On a failed save, it takes it takes a d6 force damage for each time it hit you with an attack during that action (maximum of 2d6).

At higher levels. This spell’s maximum damage increases by 1 dice when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Artificer, Sorcerer, Wizard Abjuration

Cosmic Piece

  • casting time 1 action
  • range Touch, A space of your choice within range

  • components S, M
  • duration 1 minute

a small circle of copper worth at least 1cp

The space within the copper ring shimmers with dust. Until the spell ends, a you can ask the ring the time at your location or a location you are familiar with on the same plane of existence as you, and the dust within the ring will glow to answer the question. In addition, the ring can be used to track periods of time like a stopwatch.

If you cast this spell again before it ends, the duration of the spell resets to 1 minute.

At higher levels. At 11th level, you can also ask the ring which direction is north.

Artificer, Bard, Wizard Divination

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Cosmic Dust

  • casting time 1 action
  • range 15 feet, A 5-foot radius sphere centered on a point of your choice within range

  • components S, M
  • duration 1 round

A pinch of dust, consumed

You throw a handful of shimmering cosmic dust into a 5-foot radius sphere centered on a point of your choice within range. Each creature in the radius must make a Dexterity saving throw, being coated by the dust on a failed save and glimmering slightly until the start of your next turn. A creature affected by this spell gains no benefits from being invisible and is revealed if it was hidden.

Bard Conjuration

Corroding Ripple

  • casting time 1 action
  • range Self (5-foot radius)

  • components V, S
  • duration 1 round

A pulse of corrosive magic washes out from you in a 5-foot radius. Each creature in the area must make a Dexterity saving throw. On a failed save, its AC is reduced by 1 until the end of your next turn.

This spell’s AC reduction increases by 1 when you reach 5th level (-2), 11th level (-3) and 17th level (-4).

Artificer, Warlock Transmutation

Buzzer

  • casting time 1 action
  • range Touch, A creature grappling you or being grappled by you

  • components V
  • duration Instantaneous

Lightning surges through a creature you’re in contact with. The target must succeed on a Constitution saving throw or take 1d12 lightning damage.

At higher levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Artificer, Bard, Wizard Evocation

Brain Fog

  • casting time 1 action
  • range 30 feet,

  • components M
  • duration Concentration, up to 1 minute

a torn book page

You attempt to slightly numb the mind of a creature of your choice you can see within range. The target must make an Intelligence saving throw. On a failed save, it subtracts 1d4 from its Intelligence (History), Intelligence (Arcana), and Wisdom (Medicine) ability checks until the spell ends

Artificer, Bard, Warlock, Wizard Enchantment

Arcane Interference

  • casting time 1 action
  • range 60 feet,

  • components V, S
  • duration Instantaneous

You interfere with the thoughts of a creature of your choice you can see within range. If the target is concentrating, it must immediately make a concentration saving throw against a DC of 12 instead of the normal save DC.

At higher levels. This spell’s save DC increases by 1 when you reach 5th level (13), 11th level (14), and 17th level (15).

Artificer, Bard, Warlock, Wizard Enchantment

Aether Repeater

  • casting time 1 action
  • range 90 feet,

  • components S
  • duration Instantaneous

You point your finger and shoot a bolt of magic at a creature of your choice you can see within range. Make a ranged spell attack against the target. On a hit, it takes 1d6 force damage.

When you cast this spell as an action on your turn, you can cast it again as a bonus action during that turn.

At higher levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Artificer, Sorcerer, Wizard Enchantment

Life Drop

  • casting time 1 action
  • range Touch, A willing creature within range

  • components V, S, M
  • duration Instantaneous

a vial of dew no older than 1 week

A glowing dewdrop falls onto the target, giving it a brief energy boost. It regains 1 hit point and 1d4 temporary hit points. A creature can only regain hit points from this spell once every 8 hours, and temporary hit points granted by this spell are reduced to zero 1 minute after the spell was cast.

At higher levels. The number of temporary hit points the target gains increases by 1d4 at the 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Bard, Cleric, Druid Evocation

Direction

  • casting time 1 action
  • range 10 feet, A willing creature that can hear you within range

  • components V
  • duration 1 round

A quick word of encouragement inspires a creature. Once before the start of your next turn, when the target makes an attack roll, it can roll a d4 and add the rolled number to the total. This spell then ends for it.

At higher levels. You can target an additional creature when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).

Bard, Cleric, Wizard Divination

Chastising Hammer

  • casting time 1 action
  • range Self (5-foot radius),

  • components V, M
  • duration 1 round

a melee weapon worth at least 1sp

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and a spectral hammer hovers above its head until the start of your next turn. If the target makes an attack targeting you or one of your allies before then, the hammer strikes its head, dealing 1d6 bludgeoning damage. If the attack hits, it takes 1d10 damage instead. This spell then ends.

At higher levels. At the 5th level, the melee attack deals an extra 1d6 radiant damage to the target on a hit, and the damage the target takes for making an attack increases to 2d6[2d10]. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6[3d10]) and again at 17th level (3d6 and 4d6[4d10]).

Cleric, Warlock Evocation

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Aftershock

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration 1 round

a pinch of iron dust

Weapons you swing leave minor aftershocks in their wake until the start of your next turn. Until the spell ends, if you miss a melee weapon attack or unarmed strike, the target takes your spellcasting ability modifier force damage. This spell then ends.

At higher levels. The number of times you can miss an attack before the spell ends increases by 1 when you reach the 5th level (2 times), 11th level (3 times), and 17th level (4 times).

Artificer, Cleric, Warlock, Wizard Evocation

Rutty Tutti Rainbow Fluty

  • casting time 1 action
  • range 90 feet

  • components S, M
  • duration Instantaneous

a wind instrument

You blow into the instrument and create a random beam of energy aimed at a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 damage. Roll on the Beams table to determine the damage type.
BEAMS d8 Beam Color Result
1 Orange Acid
2 Blue Cold
3 Red Fire
4 Yellow Lightning
5 Green Poison
6 Indigo Necrotic
7 Violet Radiant
8 The target is struck by two beams. Roll twice more, rerolling any 8.
At higher levels. Each beam’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer, Bard, Sorcerer, Wizard Evocation

Belly Speaker

  • casting time 1 bonus action
  • range self

  • components S
  • duration 1 round

You focus your voice on a distant location. Until the start of your next turn, you can make it sound like your voice is originating from a point of your choice within 20 feet of you that is not behind full cover.

A creature can notice the projection with a successful Intelligence (Investigation) check against your spell save DC.

Bard, Cleric

Good Luck

  • casting time 1 bonus action
  • range 30 feet

  • components V (Good Luck in a language you can speak)
  • duration Concentration, up to 1 minute

You wish a creature good luck, bringing misfortune down on it. The target must make a Charisma saving throw.
On a failed save, until the spell ends, you can use your reaction when it makes an attack roll, ability check, or saving throw while within 60 feet of you to roll a d4 and subtract it from the total. This spell then ends.

Bard, Sorcerer Conjuration

Huck Pastry

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 round

a pouch of flour

You wish a creature good luck, bringing misfortune down on it. The target must make a Charisma saving throw.
On a failed save, until the spell ends, you can use your reaction when it makes an attack roll, ability check, or saving throw while within 60 feet of you to roll a d4 and subtract it from the total. This spell then ends.

Artificer, Bard, Sorcerer, Wizard Conjuration

Pratfall

  • casting time 1 reaction, in response to being attacked by a creature you can see within 10 feet of you
  • range 10 feet (a creature making the attack roll)

  • components S
  • duration Instantaneous

You comedically fall prone in response to being attacked, forcing the attacker to make a Wisdom saving throw. On a failed save, they are incapacitated with laughter until the end of their turn. You cannot cast this spell while you are prone.

Creatures immune to the charmed condition are unaffected by this spell.

Artificer, Bard, Warlock Enchantment

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