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provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame

  • casting time or both . The change lasts for 1 hour.
    • You cause simple shapes-such as the vague form of a creature
  • range an inanimate object

  • components or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.

    If you cast this spell multiple times
  • duration you can have up to three non-instantaneous effects created by it active at a time

and you can dismiss such an effect as an action.;Sorcerer (XGE)

Sorcerer change its color

S;1 round;You extend your hand and trace a sigil of warding in the air. Until the end of your next turn

  • casting time piercing
  • range and slashing damage dealt by weapon attacks.;Sorcerer (PHB)

Sorcerer you have resistance against bludgeoning

S;Up to 1 hour;This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.

• You create an instantaneous

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

Sorcerer harmless sensory effect

S;Instantaneous;You seize the air and compel it to create one of the following effects at a point you can see within range:

• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air

  • casting time wind to slam shutters closed
  • range or your clothing to ripple in a breeze.;Sorcerer (XGE)

Sorcerer such as causing leaves to rustle

S

  • casting time fleas
  • range and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw

  • components or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1
  • duration north: 2

south: 3

east: or 4 M;Instantaneous;(a living flea)You cause a cloud of mites

11th level (3d6)

east: or 4 and 17th level (4d6).;Sorcerer Aberrant Mind (TCE)

S;Instantaneous;Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit

  • casting time and it can't take reactions until the start of its next turn.

    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).;Sorcerer (PHB)
  • duration

east: or 4 the target takes 1d8 lightning damage

S;Instantaneous;A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time three beams at 11th level
  • range and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.;Warlock (PHB)

east: or 4 the target takes 1d10 force damage.

At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level

11th level (3d8)

east: or 4 and 17th level (4d8).;Warlock (TCE)

0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour;You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

• You instantaneously expand the flame 5 feet in one direction
0;Control Flames;Transmutation cantrip;1 action;60 feet;S;Instantaneous or 1 hour;You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

• You instantaneously expand the flame 5 feet in one direction
0;Blade Ward;Abjuration cantrip;1 action;Self;V 0;Blade Ward;Abjuration cantrip;1 action;Self;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Gust;Transmutation cantrip;1 action;30 feet;V 0;Gust;Transmutation cantrip;1 action;30 feet;V
0;Infestation;Conjuration cantrip;1 action;30 feet;V 0;Infestation;Conjuration cantrip;1 action;30 feet;V
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Mind Sliver;Enchantment cantrip;1 action;60 feet;V;1 round;You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0;Shocking Grasp;Evocation cantrip;1 action;Touch;V 0;Shocking Grasp;Evocation cantrip;1 action;Touch;V
0;Eldritch Blast;Evocation cantrip;1 action;120 feet;V 0;Eldritch Blast;Evocation cantrip;1 action;120 feet;V
0;Lightning Lure;Evocation cantrip;1 action;Self (15-foot radius);V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation cantrip;1 action;Self (15-foot radius);V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8)

Shield

  • casting time1 reaction
  • range which you take when you are hit by an attack or targeted by the magic missile spell

  • componentsSelf
  • durationV

S

1 round 1st-level abjuration

Magic Missile

  • casting time1 action
  • range120 feet

  • componentsV
  • duration S

Instantaneous

1 round 1st-level evocation

Arms Of Hadar

  • casting time1 action
  • rangeSelf (10-foot radius)

  • componentsV
  • duration S

Instantaneous

1 round 1st-level conjuration

Dissonant Whispers

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

1 round 1st-level enchantment

Chaos Bolt

  • casting time1 action
  • range120 feet

  • componentsV
  • duration S

Instantaneous

1 round 1st-level evocation

Absorb Elements

  • casting time1 reaction
  • range which you take when you take acid

  • components cold
  • duration fire

lightning

or thunder damage 1st-level abjuration

Hex

  • casting time1 bonus action
  • range90 feet

  • componentsV
  • duration S

M

Concentration 1st-level enchantment

Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV
  • duration S

M

1 hour 1st-level abjuration

Witch Bolt

  • casting time1 action
  • range30 feet

  • componentsV
  • duration S

M

Concentration 1st-level evocation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Detect Thoughts

  • casting time1 action
  • rangeSelf

  • componentsV
  • duration S

M

Concentration 2nd-level divination

Mind Spike

  • casting time1 action
  • range60 feet

  • componentsS
  • durationConcentration

up to 1 hour

Concentration 2nd-level divination

Dragon's Breath

  • casting time1 bonus action
  • rangeTouch

  • componentsV
  • duration S

M

Concentration 2nd-level transmutation

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist 2nd-level conjuration

Enemies Abound

  • casting time1 action
  • range120 feet

  • componentsV
  • duration S

Concentration

up to 1 minute 3rd-level enchantment

Hunger Of Hadar

  • casting time1 action
  • range150 feet

  • componentsV
  • duration S

M

Concentration 3rd-level conjuration

Tongues

  • casting time1 action
  • rangeTouch

  • componentsV
  • duration M

1 hour

(a small clay model of a ziggurat) 3rd-level divination

Lightning Bolt

  • casting time1 action
  • rangeSelf (100-foot line)

  • componentsV
  • duration S

M

Instantaneous 3rd-level evocation

Polymorph

  • casting time1 action
  • range60 feet

  • componentsV
  • duration S

M

Concentration 4th-level transmutation

2 2
2 2
2 2
2 2
3 3
3 3
3 3
3 3
4 4

Sickening Radiance

  • casting time1 action
  • range120 feet

  • componentsV
  • duration S

Concentration

up to 10 minutes 4th-level evocation

Evard's Black Tentacles

  • casting time1 action
  • range90 feet

  • componentsV
  • duration S

M

Concentration 4th-level conjuration

Raulothim's Psychic Lance

  • casting time1 action
  • range120 feet

  • componentsV
  • durationInstantaneous

Concentration 4th-level Enchantment

Bigby's Hand

  • casting time1 action
  • range120 feet

  • componentsV
  • duration S

M

Concentration 5th-level evocation

Burning Hands

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV
  • duration S

Instantaneous

Concentration 1st-level evocation

Command

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

Concentration 1st-level enchantment

4 4
4 4
4 4
5 5
1 1
1 1