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M;Concentration

  • casting time if you’re fighting it
  • range or if you have cast this spell on it within the past 24 hours.
    The spell ends early if the target takes damage or if you make an attack roll

  • components deal damage
  • duration or force anyone to make a saving throw. When the spell ends

the target knows it was Charmed by you.;Fiendish Legacy Spells

Wizard up to 1 minute;You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid

S;Instantaneous;You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit

  • casting time 11 (3d10)
  • range and 17 (4d10).;Wizard

Wizard the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
The damage increases by 1d10 when you reach levels 5 (2d10)

S;1 minute;A spectral

  • casting time you can use the hand to manipulate an object
  • range open an unlocked door or container

  • components stow or retrieve an item from an open container
  • duration or pour the contents out of a vial.
    As a Magic action on your later turns

you can control the hand thus again. As part of that action

Wizard floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell

S;Instantaneous;Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit

  • casting time and it can’t make Opportunity Attacks until the start of its next turn.
    The damage increases by 1d8 when you reach levels 5 (2d8)
  • range 11 (3d8)

  • components and 17 (4d8).;Wizard
  • duration

Wizard the target takes 1d8 Lightning damage

S;Instantaneous;You point at one creature you can see within range

  • casting time it instead takes 1d12 Necrotic damage.
    The damage increases by one die when you reach levels 5 (2d8 or 2d12)
  • range 11 (3d8 or 3d12)

  • components and 17 (4d8 or 4d12).;Wizard
  • duration

Wizard and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points

S;Concentration

  • casting time the creature adds 1d4 to any ability check using the chosen skill.;Magic Initiate (Druid)
  • range

Wizard up to 1 minute;You touch a willing creature and choose a skill. Until the spell ends

S;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

  • casting time and until the end of your next turn
  • range it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
    The damage increases by 1d8 when you reach levels 5 (2d8)

  • components 11 (3d8)
  • duration and 17 (4d8).;Magic Initiate (Druid)

Wizard the target takes 1d8 Radiant damage

you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration

  • casting time brighten
  • range dim

  • components or change color for 1 minute.
    Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
    Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range
  • duration such as a rumble of thunder

the cry of a raven

Wizard you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker

S;Concentration

  • casting time you sense the presence of magical effects within 30 feet of yourself. If you sense such effects
  • range you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic

  • components and if an effect was created by a spell
  • duration you learn the spell’s school of magic.
    The spell is blocked by 1 foot of stone

dirt

Wizard up to 10 minutes;For the duration

0;Friends;Enchantment cantrip;1 action;Self;S 0;Friends;Enchantment cantrip;1 action;Self;S
0;Fire Bolt;Evocation cantrip;1 action;120 feet;V 0;Fire Bolt;Evocation cantrip;1 action;120 feet;V
0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Shocking Grasp;Evocation cantrip;1 action;Touch;V 0;Shocking Grasp;Evocation cantrip;1 action;Touch;V
0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V 0;Toll the Dead;Necromancy cantrip;1 action;60 feet;V
0;Guidance;Divination cantrip;1 action;Touch;V 0;Guidance;Divination cantrip;1 action;Touch;V
0;Starry Wisp;Evocation cantrip;1 action;60 feet;V 0;Starry Wisp;Evocation cantrip;1 action;60 feet;V
0;Thaumaturgy;Transmutation cantrip;1 action;30 feet;V;1 minute;You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times 0;Thaumaturgy;Transmutation cantrip;1 action;30 feet;V;1 minute;You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V

S

  • casting time which the spell consumes)You gain the service of a familiar
  • range a spirit that takes an animal form you choose: Bat

  • components Cat
  • duration Frog

Hawk

Lizard M;Instantaneous;(burning incense worth 10+ GP

S

  • casting time you learn its properties and how to use them
  • range whether it requires Attunement

  • components and how many charges it has
  • duration if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell

you learn that spell’s name.
If you instead touch a creature throughout the casting

you learn which ongoing spells M;Instantaneous;(a pearl worth 100+ GP)You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object

S

  • casting time up to 1 minute;(a pinch of sand or rose petals)Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn
  • range at which point it must repeat the save. If the target fails the second save

  • components the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.
    Creatures that don’t sleep
  • duration such as elves

or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.;Wizard

you learn which ongoing spells M;Concentration

S

  • casting time up to 1 minute;(a twig struck by lightning)A beam of crackling energy lances toward a creature within range
  • range forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit

  • components the target takes 2d12 Lightning damage.
    On each of your subsequent turns
  • duration you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically

even if the first attack missed.
The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.;Wizard

you learn which ongoing spells M;Concentration

S

  • casting time the spells ends.
    Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.;Magic Initiate (Druid)
  • range

you learn which ongoing spells M;24 hours;(a morsel of food) Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target

which you take in response to taking damage from a creature that you can see within 60 feet of yourself;60 feet;V

  • casting time taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
    Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.;Fiendish Legacy Spells
  • range

you learn which ongoing spells S;Instantaneous;The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw

S

  • casting time or half as much damage on a successful one.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher
  • range the damage increases by 1d8 for each slot level above 2nd.;Evocation Savant

you learn which ongoing spells M;Instantaneous;(a red dragon's scale)A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save

M;Concentration

  • casting time magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it
  • range and nonmagical light can’t illuminate it.
    Alternatively

  • components you cast the spell on an object that isn’t being worn or carried
  • duration causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque

such as a bowl or helm

you learn which ongoing spells up to 10 minutes;(bat fur and a piece of coal)For the duration

S

  • casting time up to 1 minute;(a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns
  • range the target repeats the save

  • components ending the spell on itself on a success.
    Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.;Wizard
  • duration

you learn which ongoing spells M;Concentration

1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V 1;Find Familiar (ritual);1st level Conjuration;1 hour;10 feet;V
1;Identify (ritual);1st level Divination;1 minute;Touch;V 1;Identify (ritual);1st level Divination;1 minute;Touch;V
1;Sleep;1st level Enchantment ;1 action;60 feet;V 1;Sleep;1st level Enchantment ;1 action;60 feet;V
1;Witch Bolt;1st level Evocation;1 action;30 feet;V 1;Witch Bolt;1st level Evocation;1 action;30 feet;V
1;Animal Friendship;1st level Enchantment;1 action;30 feet;V 1;Animal Friendship;1st level Enchantment;1 action;30 feet;V
1;Hellish Rebuke;1st level Evocation;1 reaction 1;Hellish Rebuke;1st level Evocation;1 reaction
2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V 2;Aganazzar's Scorcher;2nd level Evocation;1 action;30 feet;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V

S;Instantaneous;You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit

you learn which ongoing spells the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.;Wizard

S

  • casting time taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
    A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.;Wizard
  • range

you learn which ongoing spells M;Instantaneous;(a chip of mica)A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw

M;Concentration

  • casting time you could say
  • range “Fetch the key to the cult’s treasure vault

  • components and give the key to me.” Or you could say
  • duration “Stop fighting

leave this library peacefully

you learn which ongoing spells up to 8 hours;(a drop of honey)You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example

S;Instantaneous;You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice

you learn which ongoing spells and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.;Wizard

which you take when you see a creature within 60 feet of yourself casting a spell with Verbal

  • casting time or Material components;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save
  • range the spell dissipates with no effect

  • components and the action
  • duration Bonus Action

or Reaction used to cast it is wasted. If that spell was cast with a spell slot

the slot isn’t expended.;Wizard Somatic

S;Instantaneous;Choose one creature

  • casting time or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target
  • range make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check

  • components the spell ends.
    Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.;Wizard
  • duration

the slot isn’t expended.;Wizard object

S

  • casting time taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
    Flammable objects in the area that aren’t being worn or carried start burning.
    Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.;Wizard
  • range

the slot isn’t expended.;Wizard M;Instantaneous;(a ball of bat guano and sulfur)A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw

S;Instantaneous;At your touch

  • casting time its curse remains
  • range but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.;Wizard

the slot isn’t expended.;Wizard all curses affecting one creature or object end. If the object is a cursed magic item

S;Concentration

  • casting time any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid
  • range Cold

  • components Fire
  • duration or Lightning (your choice when you make the attack).
    In addition

the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.;Wizard

the slot isn’t expended.;Wizard up to 10 minutes;You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends

2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
2;Arcane Vigor;2nd level Abjuration;1 bonus action;Self;V 2;Arcane Vigor;2nd level Abjuration;1 bonus action;Self;V
3;Counterspell;3rd level Abjuration;1 reaction 3;Counterspell;3rd level Abjuration;1 reaction
3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Remove Curse;3rd level Abjuration;1 action;Touch;V 3;Remove Curse;3rd level Abjuration;1 action;Touch;V
4;Conjure Minor Elementals;4th level Conjuration;1 action;Self;V 4;Conjure Minor Elementals;4th level Conjuration;1 action;Self;V

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a gold-inlaid vial worth 400+ GP)You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up)

  • casting time if you’re a level 4 Wizard
  • range you can recover up to two levels’ worth of spell slots

  • components regaining either one level 2 spell slot or two level 1 spell slots.
    Once you use this feature
  • duration you can’t do so again until you finish a Long Rest.;Wizard

Earth and none of the slots can be level 6 or higher. For example

the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.;Wizard (Evoker)

Earth

when you roll damage for a spell you cast that deals fire damage

Earth you can treat any 1 on a damage die as a 2.;Feat

you can choose a number of them equal to 1 plus the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell

Earth and they take no damage if they would normally take half damage on a successful save.;Wizard (Evoker)

you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.;

Earth

4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
1;Arcane Recovery;1st level Feature;Short rest;Self;;Instantaneous;You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest 1;Arcane Recovery;1st level Feature;Short rest;Self;;Instantaneous;You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest
3;Potent Cantrip;3rd level Feature;When casting a cantrip;;;Instantaneous;Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip 3;Potent Cantrip;3rd level Feature;When casting a cantrip;;;Instantaneous;Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip
4;Elemental Adept (Fire);Feat;When dealing fire damage;;;Instantaneous;Spells you cast ignore Resistance to fire damage. In addition 4;Elemental Adept (Fire);Feat;When dealing fire damage;;;Instantaneous;Spells you cast ignore Resistance to fire damage. In addition
6;Sculpt Spells;6th level Feature;When you cast an Evocation spell;;;Instantaneous;You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see 6;Sculpt Spells;6th level Feature;When you cast an Evocation spell;;;Instantaneous;You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see
8;War Caster;Feat;;;;;Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach
8;War Caster;Feat;;;;;Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach