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Light,

  • casting time1 action,
  • rangeTouch,

  • componentsV, M (a firefly or phosphorescent moss),
  • duration1 hour,

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.,

Warlock Evocation cantrip,

Sacred Flame,

  • casting time1 action,
  • range60 feet,

  • componentsV, S,
  • durationInstantaneous,

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).,

Warlock Evocation cantrip,

Spare the Dying,

  • casting time1 action,
  • rangeTouch,

  • componentsV, S,
  • durationInstantaneous,

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.,

Warlock Necromancy cantrip,

Bane,

  • casting time1 action,
  • range30 feet,

  • componentsV, S, M (a drop of blood),
  • durationConcentration, up to 1 minute,

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
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.,

Warlock 1st-level enchantment,

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.,

Warlock 1st-level evocation,

Delerium Orb,

  • casting time1 action,
  • range120 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination. You draw chaotic magical power from the delerium fragment held in your hand, and blast a creature you can see within range with paradoxical power. Choose one ability score, then choose cold, fire, lightning, necrotic, psychic, or radiant damage. The target must succeed on a saving throw using the chosen ability score

Warlock 1st-level evocation (contaminated),

Distort Value,

  • casting time1 minute,
  • rangeTouch,

  • componentsV,
  • duration8 hours,

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.,

Warlock 1st-level illusion,

Borrowed Knowledge,

  • casting time1 action,
  • rangeSelf,

  • componentsV, S, M (a book worth at least 25 gp),
  • duration1 hour,

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.,

Warlock 2nd-level divination,

Flock of Familiars,

  • casting time1 minute,
  • rangeTouch,

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

You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends

Warlock 2nd-level conjuration,

0, 0,
0, 0,
0, 0,
1, 1,
1, 1,
1, 1,
1, 1,
2, 2,
2, 2,

Spray of Cards,

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

  • componentsV, S, M (a deck of cards),
  • durationInstantaneous,

You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.,

Warlock 2nd-level conjuration,

Warp Bolt,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationConcentration, up to 1 minute,

When you cast this spell, you gain one level of contamination. An arcing bolt of octarine lightning strikes a creature within range. If the target has one or more contamination levels, it is hit automatically. Otherwise, make a ranged spell attack against that creature. On a hit, the target takes 6d6 necrotic damage and gains one level of contamination.
You can create a new bolt of lightning as your action on any turn until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each spell level above 2nd.,

Warlock 2nd-level evocation (contaminated),

Warp Sense,

  • casting time1 action,
  • rangeSelf,

  • componentsV, S, M (a razorvine leaf),
  • durationConcentration, up to 1 minute,

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.
If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.,

Warlock 2nd-level divination,

Incite Greed,

  • casting time1 action,
  • range30 feet,

  • componentsV, S, M (a gem worth at least 50 gp),
  • durationConcentration, up to 1 minute,

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.,

Warlock 3rd-level enchantment,

Phantom Steed,

  • casting time1 minute,
  • range30 feet,

  • componentsV, S,
  • duration1 hour,

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.,

Warlock 3rd-level illusion (ritual),

Purge Contamination,

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (100 gp of alchemical fluids or holy water, which the spell consumes),
  • durationInstantaneous,

You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target's body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains one level of exhaustion for each contamination level removed with this spell.,

Warlock 3rd-level abjuration,

Ride the Rifts,

  • casting time1 action,
  • rangeSelf (60-foot line),

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination. A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line's area.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.,

Warlock 3rd-level conjuration (contaminated),

Suffocate,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a leather glove),
  • durationConcentration, up to 1 minute,

You create a pair of grasping hands made from invisible forces. Make a spell attack against one creature that you can see within range. On a hit, the creature is restrained as the hands crush their throat or bodily equivalent.
If the creature requires air to breathe, it begins to suffocate. A suffocating creature can survive for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round). At the start of its next turn after those rounds are over, it becomes unconscious, and it can't regain hit points until it can breathe again.
A conscious creature restrained by the hands can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the spell ends on the target.,

Warlock 3rd-level conjuration,

Consume Mind,

  • casting time1 action,
  • rangeSelf,

  • componentsV, S, M (a 1-ounce fresh or magically preserved portion of another creature's brain),
  • duration1 hour,

You consume the brain of another creature's corpse, gaining its memories and knowledge. The corpse must have a brain and can't be undead. The spell fails if the corpse has been dead (and not preserved) for more than three days.
Until the spell ends, you can attempt to recall any important fact known to the creature—family history, recent events, building layouts, passwords, details of the creature's death, and similar information. To recall a piece of information, you must make an ability check using your spellcasting modifier. The DC is equal to the corpse's Intelligence score.,

Warlock 4th-level necromancy,

2, 2,
2, 2,
2, 2,
3, 3,
3, 3,
3, 3,
3, 3,
3, 3,
4, 4,

Delerium Blast,

  • casting time1 action,
  • range150 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination.
You ignite arcane energies stored inside a delerium fragment held in your hand, and hurl it towards a space you can see within range. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a failed save, a creature takes (10d6) psychic damage and becomes incapacitated until the end of their next turn. On a successful save, a target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.,

Warlock 4th-level evocation (contaminated),

Forced Evolution,

  • casting time8 hours,
  • rangeTouch,

  • componentsV, S, M (An alchemical cocktail made from rare components and delerium dust worth 250 gold, which the target consumes as part of the spell),
  • durationInstantaneous,

By means of this spell, you transform a mutation gained from contamination. One of the target's existing mutations is removed and is replaced by a different one. This mutation may be chosen by the Game Master or determined randomly (see Appendix C of Dungeons of Drakkenheim).,

Warlock 4th-level transmutation,

Galder's Speedy Courier [1/2],

  • casting time1 action,
  • range10 feet,

  • componentsV, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes),
  • duration10 minutes,

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.,

Warlock 4th-level conjuration,

Galder's Speedy Courier [2/2],

  • casting time1 action,
  • range10 feet,

  • componentsV, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes),
  • duration10 minutes,

The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.,

Warlock 4th-level conjuration,

Gate Seal,

  • casting time1 minute,
  • range60 feet,

  • componentsV, S, M (a broken portal key, which the spell consumes),
  • duration24 hours,

You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.,

Warlock 4th-level abjuration,

Spirit of Death,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a gilded playing card worth at least 400 gp and depicting an avatar of death),
  • durationConcentration, up to 1 hour,

You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block,

Warlock 4th-level necromancy,

Antilife Shell,

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

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

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.,

Warlock 5th-level abjuration,

Cloudkill,

  • casting time1 action,
  • range120 feet,

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

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.,

Warlock 5th-level conjuration,

Conjure the Deep Haze,

  • casting time1 action,
  • range120 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationConcentration, up to 10 minutes,

When you cast this spell, you gain one level of contamination.
You create a 20-foot-radius sphere of the Deep Haze on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw. On a failed saving throw, it suffers (8d6) necrotic damage and gains one level of contamination. On a successful save, the creature takes half as much damage and does not gain any contamination levels. Creatures are affected even if they hold their breath or don't need to breathe.,

Warlock 5th-level conjuration (contaminated),

4, 4,
4, 4,
4, 4,
4, 4,
4, 4,
4, 4,
5, 5,
5, 5,
5, 5,

Neutralizing Field,

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

  • componentsV, S, M (A delerium crystal or holy relic worth 1,000 gp),
  • durationConcentration, up to 1 hour,

You negate contaminated magical energies in a 10-foot radius sphere. Until the spell ends, the sphere moves with you, centred on you. Creatures in the sphere (including you) can't gain contamination levels and have immunity to necrotic damage. Contaminated spells can't be cast by creatures in the area.,

Warlock 5th-level abjuration,

Ray of Contamination,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination. An octarine ray springs from your pointing finger to a creature that you can see within range. The target must succeed on a Constitution saving throw. On a failed save, a creature takes 16d6 necrotic damage and gains 1d4 levels of contamination. On a successful save, a target takes half as much damage and does not gain any contamination levels.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.,

Warlock 6th-level necromancy (contaminated),

Siphon Contamination [1/2],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell),
  • durationInstantaneous,

This demanding spell transfers contamination from one creature to another. When you cast this spell, you must first touch either a willing humanoid creature with one or more levels of contamination, or a former humanoid creature whose current form is the result of a monstrous transformation. You then touch a different willing humanoid creature.
If both creatures touched were willing humanoid creatures, you remove all contamination levels and mutations from the first creature, then the second creature you touch gains a number of contamination levels equal to the number of levels removed from the first creature.,

Warlock 6th-level transmutation,

Siphon Contamination [1/2],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell),
  • durationInstantaneous,

If the first creature you touch is a former humanoid who suffered a monstrous contamination, and the second creature is a willing humanoid creature with a character level or challenge rating equal to or higher than the challenge rating of the transformed creature, you restore the fully contaminated creature to its original form, then the humanoid creature immediately undergoes a monstrous transformation as if it had gained six contamination levels.
The second creature touched cannot prevent or negate these contamination levels or an ensuing transformation in any way, or else the spell fails with no effect.,

Warlock 6th-level transmutation,

Contamination Immunity,

  • casting time1 minute,
  • rangeTouch,

  • componentsV, S, M (An eldritch lily mixed into 250 gp worth of specially-prepared purified fluids, which the spell consumes),
  • duration24 hours,

Until the spell ends, one willing creature you touch is immune to necrotic damage and cannot gain contamination levels. The affected creature may rest normally within the Haze.
This spell ends immediately if the creature casts a contaminated spell.,

Warlock 7th-level abjuration,

Octarine Spray [1/2],

  • casting time1 action,
  • rangeSelf (60-foot cone),

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination. Octarine rays of light flash from your hand. Each ray is a different colour and has a different power and purpose, see the table below. Each creature in a 60-foot cone must succeed on a Constitution saving throw. For each target, roll a d8 to determine which colour ray affects it.
d8 Octarine Spray Effect
1 The target takes 20d6 psychic damage on a failed save, or half as much damage on a success.
2 The target takes 20d6 necrotic damage on a failed save, or half as much damage on a success.
3 The target takes 20d6 force damage on a failed save, or half as much damage on a success.
4 The target takes 20d6 radiant damage on a failed save, or half as much damage on a success.
5 The target takes 20d6 thunder damage on a failed save, or half as much damage on a success.,

Warlock 7th-level evocation (contaminated),

Octarine Spray [2/2],

  • casting time1 action,
  • rangeSelf (60-foot cone),

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

d8 Octarine Spray Effect
6 At the start of each of its turns, the affected target uses all its movement to move directly towards the closest creature it can see. Then, the affected target uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the affected target does nothing this turn. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
7 At the start of each of its turns, the affected target gains one level of contamination. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target, but any contamination levels gained remain.
8 Special. The target is struck by an additional ray. Roll again twice. There's no limit to how many additional rays can strike a single creature in this manner.,

Warlock 7th-level evocation (contaminated),

Contaminated Power,

  • casting time1 bonus action,
  • rangeSelf,

  • componentsV, S, M (a delerium shard worth 500 gp, which the spell consumes),
  • duration1 minute,

When you cast this spell, you gain one level of contamination. You draw unrestrained arcane magic from the delerium shard you hold in your hand. Until the spell ends, you gain the following benefits:
- When you cast a spell that deals acid, fire, cold, lightning, or poison damage, you can change the damage type to force, necrotic, psychic, or radiant damage.
- Once per turn when you deal damage with a spell, you can deal an extra 1d12 necrotic damage for each contamination level you have gained to one target of that spell.
- When you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to gain one level of contamination. If you do, one target of the spell has disadvantage on its first saving throw made against that spell.
This spell can't be dispelled by dispel magic.,

Warlock 8th-level transmutation (contaminated),

Sacrament of the Falling Fire,

  • casting time1 hour,
  • range30 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp for each participating creature, which the spell consumes),
  • durationInstantaneous,

This spell may only be cast in an area covered by the Deep Haze.
You perform a holy ceremony involving up to 12 faithful and willing humanoid creatures that ends when each participating creature drives a delerium shard into their chest. Those creatures become sanctified (see the Followers of the Falling Fire dossier in chapter 3 of Dungeons of Drakkenheim).
When you finish casting this spell, a hostile shadow appears and attacks each participant, as a manifestation of that character's inner darkness. The GM may determine that a character who carries great anger, fear, or hate in their heart causes a wraith to manifest instead.,

Warlock 9th-level abjuration,

5, 5,
6, 6,
6, 6,
6, 6,
7, 7,
7, 7,
7, 7,
8, 8,
9, 9,