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Invisibility

  • casting time 1 action
  • range Touch

  • components V, S,M
  • duration up to 1 hour

an eyelash in gum arabic

Concentration

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

PHB 289

Cleric (Trickery) 2nd level Illusion

Fire Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 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, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Fiendish Legacy PHB 197

PHB 274

Tiefling(Infernal) Evocation cantrip

Charm Person

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 hour

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

PHB 249

Cleric (Trickery) 1st level Enchantment

Disguise Self

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

PHB 262

Cleric(Trickery) 1st level Illusion

Darkness

  • casting time 1 action
  • range 60 feet

  • components V, M
  • duration up to 10 minutes

bat fur and a piece of coal

Concentration

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
Alternatively, you cast the spell on an object that isn't being worn or carried, 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, blocks the Darkness.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Fiendish Legacy PHB 197

PHB 260

Tiefling(Infernal) 2nd level Evocation

Hellish Rebuke

  • casting time 1 reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, 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 PHB 197

PHB 284

Tiefling(Infernal) 1st level Evocation

Pass Without Trace

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration up to 1 hour

ashes from a burned mistletoe

Concentration

You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.

PHB 303

Cleric (Trickery) 2nd level Abjuration

Hypnotic Pattern

  • casting time 1 action
  • range 120 feet

  • components S, M
  • duration up to 1 minute

a pinch of confetti

Concentration

You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

PHB 287

Cleric(Trickery) 3rd level Illusion

Nondetection

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a pinch of diamond dust worth 25+ GP, which the spell consumes

For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.

PHB 302

Cleric(Trickery) 3rd level Abjuration

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