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Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Air Genasi Evocation Cantrip (Air Genasi)

Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade: The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock Evocation Cantrip (Warlock)

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it. The hand vanishes if it is more than 30 feet away or if you cast the spell again.
You can use the hand to manipulate an object, open an unlocked door, stow/retrieve an item, or pour contents from a vial. You can control the hand as a Magic action on later turns.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Warlock Conjuration Cantrip (Warlock)

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

You create a minor magical effect within range. Choose from:
Sensory Effect: An instantaneous, harmless sensory effect.
Fire Play: Light/snuff out a candle, torch, or small campfire.
Clean/Soil: Clean or soil an object no larger than 1 cubic foot.
Minor Sensation: Chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark: Make a color, mark, or symbol appear for 1 hour.
Minor Creation: Create a trinket/illusion lasting until your next turn.

Warlock Transmutation Cantrip (Warlock)

Feather Fall

  • casting timeReaction
  • range60 feet

  • componentsV, M
  • duration1 minute

a small feather or piece of down

Choose up to five falling creatures within range. Their rate of descent slows to 60 feet per round. If they land before the spell ends, they take no damage from the fall, and the spell ends for them.

Air Genasi 1st level Transmutation (Air Genasi)

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a flask of Holy Water worth 25+ GP

A willing creature you touch is protected against Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. These creatures have Disadvantage on attack rolls against the target, and the target can't be possessed, Charmed, or Frightened by them. If already affected, the target has Advantage on saving throws against these conditions.

Warlock 1st level Abjuration (Warlock)

Armor of Agathys

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a shard of blue glass

You gain 5 Temporary Hit Points. If a creature hits you with a melee attack before the spell ends, it takes 5 Cold damage. Using a Higher-Level Spell Slot: The Temporary Hit Points and Cold damage increase by 5 for each spell slot level above 1.

Warlock 1st level Abjuration (Warlock)

Illusory Script

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsS, M
  • duration10 days

ink worth 10+ GP

You write on suitable material and imbue it with an illusion. To you and designated creatures, the writing appears normal, but to others, it seems unintelligible or altered. A creature with Truesight can read the hidden message.

Warlock 1st level Illusion (Warlock)

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself and your belongings look different. You can appear shorter, taller, heavier, or lighter, but you must adopt a form with the same limb arrangement. The illusion doesn't hold up to physical inspection.

Warlock 1st level Illusion (Warlock)

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Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Objects and creatures in a 20-foot Cube are outlined in blue, green, or violet light. Affected creatures must make a Dexterity saving throw or shed Dim Light in a 10-foot radius. Attack rolls against affected creatures have Advantage, and they can't benefit from being Invisible.

Warlock (Archfey) 1st level Evocation (Warlock - Archfey)

Sleep

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of sand or rose petals

Creatures within a 5-foot-radius Sphere must succeed on a Wisdom saving throw or be Incapacitated. If they fail a second save, they fall Unconscious. The spell ends if they take damage or if someone uses an action to shake them awake. Creatures immune to Exhaustion automatically succeed on this save.

Warlock (Archfey) 1st level Enchantment (Warlock - Archfey)

Levitate

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a metal spring

One creature or object rises vertically up to 20 feet and remains suspended. The target can move by pushing/pulling against surfaces. You can change altitude on your turn. When the spell ends, the target floats gently to the ground.

Air Genasi 2nd level Transmutation (Air Genasi)

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

an eyelash in gum arabic

A creature you touch becomes Invisible until the spell ends or until it attacks, deals damage, or casts a spell. Using a Higher-Level Spell Slot: Target one additional creature for each slot level above 2.

Warlock 2nd level Illusion (Warlock)

Calm Emotions

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Each creature in a 20-foot-radius Sphere must make a Charisma saving throw. Choose one effect: creatures gain Immunity to Charmed/Frightened or become indifferent to hostile creatures. Indifference ends if the target takes damage or witnesses damage to its allies.

Warlock (Archfey) 2nd level Enchantment (Warlock - Archfey)

Misty Step

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Warlock (Archfey) 2nd level Conjuration (Warlock - Archfey)

Phantasmal Force

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a bit of fleece

You craft an illusion in the mind of a target. The target must make an Intelligence saving throw. On a failure, you create a phantasmal object, creature, or phenomenon that seems real only to the target. The target rationalizes illogical outcomes and can take damage from the illusion if it represents a dangerous hazard, dealing 2d8 Psychic damage each turn.

Warlock (Archfey) 2nd level Illusion (Warlock - Archfey)

Counterspell

  • casting timeReaction
  • range60 feet

  • componentsS
  • durationInstantaneous

When you see a creature casting a spell within 60 feet, you attempt to interrupt the casting. The target must make a Constitution saving throw. On a failure, the spell dissipates and the casting is wasted.

Warlock 3rd level Abjuration (Warlock)

Major Image

  • casting time1 action
  • range120 feet

  • componentsV, S, M (a bit of fleece)
  • durationConcentration, up to 10 minutes

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 you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions.
If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range, altering its appearance to match its movements.
Physical interaction with the image reveals it to be an illusion. A creature that uses a Study action and succeeds on an Intelligence (Investigation) check against your spell save DC can discern it as an illusion. If discerned, the image becomes faint to the creature.
Higher Levels. The spell lasts until dispelled without requiring Concentration if cast using a 4th-level or higher spell slot.

Warlock 3rd level Illusion (Warlock)

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Blink

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Roll a d6 at the end of each turn for the duration. On a roll of 4-6, you vanish from the current plane and appear in the Ethereal Plane. While there, you can perceive your original plane in shades of gray, but only up to 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane.
You return at the start of your next turn, or when the spell ends, to an unoccupied space you can see within 10 feet of where you left. If no unoccupied space is available, you appear in the nearest unoccupied space.

Warlock 3rd level Transmutation (Warlock - Archfey)

Plant Growth

  • casting timeAction (Overgrowth) or 8 hours (Enrichment)
  • range150 feet

  • componentsV, S
  • durationInstantaneous

This spell channels vitality into plants with two possible effects.
Overgrowth. All plants in a 100-foot-radius Sphere become thick and overgrown. A creature must spend 4 feet of movement for every 1 foot it moves. You can exclude areas from the effect.
Enrichment. All plants in a half-mile radius become enriched for 365 days, yielding twice the normal amount of food. They can only benefit from one Plant Growth spell per year.

Warlock 3rd level Transmutation (Warlock - Archfey)

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