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Speak with Animals

  • casting time Action or Ritual
  • range Self

  • components V, S
  • duration 10 minutes

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.

Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Bard, Druid, Ranger, Warlock Level 1 Divination

Ice Knife

  • casting time Action
  • range 60 feet

  • 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.

Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.

Druid, Sorcerer, Wizard Level 1 Conjuration

Healing Word

  • casting time Bonus Action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Bard, Cleric, Druid Level 1 Abjuration

Entangle

  • casting time Action
  • range 90 feet

  • components V, S
  • duration Concentration, up to 1 minute

Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

Druid, Ranger Level 1 Conjuration

Charm Person

  • casting time 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.

Bard, Druid, Sorcerer, Warlock, Wizard Level 1 Enchantment

Thorn Whip

  • casting time Action
  • range 30 feet

  • components V, S, M.
  • duration Instantaneous

The stem of a thorny plant.

You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Artificer, Druid Transmutation Cantrip

Poison Spray

  • casting time Action
  • range 30 feet

  • components V, S.
  • duration Instantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Artificer, Druid Necromancy Cantrip

Elementalism (1/2)

  • casting time Action
  • range 30 feet

  • components V, S.
  • duration Instantaneous

You exert control over the elements, creating one of the following effects within range.

Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.

Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.

Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.

Artificer, Druid, Sorcerer, Wizard Transmutation Cantrip

Elementalism (2/2)

  • casting time Action
  • range 30 feet

  • components V, S.
  • duration Instantaneous

Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.

Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.

Artificer, Druid, Sorcerer, Wizard Transmutation Cantrip

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Guidance

  • casting time Action
  • range Touch

  • components V, S.
  • duration Concentration, up to 1 minute.

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Artificer, Cleric, Druid Divination Cantrip

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