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Blade Ward

  • casting time1 Action
  • rangeSelf

  • componentsV/S
  • duration1 Round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Mit Reyem/Bard Abjuration Cantrip

Fire Bolt

  • casting time1 Action
  • range120 ft.

  • componentsV/S
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

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

Mit Reyem/Sorcerer Evocation Cantrip

Message

  • casting time1 Action
  • range120 ft.

  • componentsV/S/M
  • duration1 Round

You point your finger 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, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Mit Reyem/Sorcerer Transmutation Cantrip

Prestidigitation

  • casting time1 Action
  • range10 ft.

  • componentsV/S
  • duration1 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, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
● You instantaneously light or snuff out a candle, a torch, or a small campfire.
● You instantaneously clean or soil an object no larger than 1 cubic foot.
● You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
● You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

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.

Mit Reyem/Sorcerer Transmutation Cantrip

Ray of Frost

  • casting time1 Action
  • range60 ft.

  • componentsV/S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mit Reyem/Sorcerer Evocation Cantrip

Shocking Grasp

  • casting time1 Action
  • rangeTouch

  • componentsV/S
  • durationInstantaneous

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, the target takes 1d8 lightning damage, 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), 11th level (3d8), and 17th level (4d8).

Mit Reyem/Sorcerer Evocation Cantrip

Vicious Mockery

  • casting time1 Action
  • range60 ft.

  • componentsV
  • durationInstantaneous

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).

Mit Reyem/Bard Enchantment Cantrip

Cure Wounds

  • casting time1 Action
  • rangeTouch

  • componentsV/S,
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.

Mit Reyem/Bard 1st Level Evocation

Dissonant Whispers

  • casting time 1 Action
  • range 60 ft.

  • components V
  • duration Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Mit Reyem/Bard 1st Level Enchantment

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False Life

  • casting time 1 Action
  • range Self

  • components V/S/M
  • duration 1 Hour

A Small Amount of Alcohol or Distilled Spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

,b>At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Mit Reyem/Sorcerer 1st Level Necromancy

Frost Fingers

  • casting time 1 Action
  • range Self (15 ft. Cone)

  • components V/S
  • duration Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

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

Mit Reyem/Codicil of White 1st Level Evocation

Heroism

  • casting time 1 Action
  • range Touch

  • components V/S
  • duration © 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.

Mit Reyem/Bard 1st Level Enchantment

Hideous Laughter

  • casting time 1 Action
  • range 30 ft.

  • components V/S/M
  • duration © Up To 1 Minute

Tiny Tarts or 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

Mit Reyem/Bard 1st Level Enchantment

Ice Knife

  • casting time 1 Action
  • range 60 ft./5 ft. Sphere

  • components S/M
  • duration Instantaneous

A Drop of Water or A Piece of Ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Mit Reyem/Sorcerer 1st Level Conjuration

Magic Missle

  • casting time 1 Action
  • range 120 ft.

  • components V/S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Favorite Spell: You can cast your favorite spell once at its lowest level without using a spell slot. Once you use this ability, you can't do so again until you finish a long rest. When you cast your favorite spell using a spell slot, you can treat it as if you cast it using a spell slot of one level higher, up to a maximum of 9th level.

Mit Reyem/Sorcerer 1st Level Evocation

Sleep

  • casting time 1 Action
  • range 90 ft./ 20 ft. Sphere

  • components V/S/M
  • duration 1 Minute

A Pinch of Fine Sand, Rose Petals, or A Cricket

This spell sends creatures into a magical slumber. Roll 5d8. The total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Mit Reyem/Bard 1st Level Enchantment

Alter Self [1/2]

  • casting time 1 Action
  • range Self

  • components V/S
  • duration © Up To 1 Hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same. If you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way

Mit Reyem/Sorcerer 2nd Level Transmutation

Alter Self [2/2]

  • casting time 1 Action
  • range Self

  • components V/S
  • duration © Up To 1 Hour

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Natural Weapons You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Mit Reyem/Sorcerer 2nd Level Transmutation

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