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Pulse Wave

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S
  • duration Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature within that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much on a successful one. Every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

At Higher Levels : When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

Wizard (Dunamancy) 3rd level Evocation

Immovable Object

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration 1 hour

gold dust worth at least 25 gp, which the spell consumes.

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels : If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Wizard (Graviturgy) 2nd level transmutation

Wristpocket (Ritual)

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object in the pocket plane when the spell ends appears in your space, at your feet.

Wizard (Dunamancy) 2nd level Conjuration

Fortune's Favor

  • casting time 1 minute
  • range 60 Feet

  • components V, S, M
  • duration 1 hour

a white pearl worth at least 100 gp, which the spell consumes

You impart latent luck to yourself or one wiling creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

At Higher Levels : When you cast this spell using a slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Wizard (Dunamancy) 2nd level Divination

Magnify Gravity

  • casting time 1 action
  • range 60 Feet

  • components V, S
  • duration 1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

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.

Wizard (Graviturgy) 1st level Transmutation

Gift of Alacrity

  • casting time 1 minute
  • range touch

  • components V, S
  • duration 8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Wizard (Chronurgy) 1st level Divination

Wither and Bloom

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit dice equal to the roll plus your spellcasting ability modifier.

At Higher Levels : When you cast this spell using a slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Wizard (Strixhaven) 2nd level Necromancy

Vortex Warp

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels : When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Wizard (Strixhaven) 2nd level Conjuration

Kinetic Jaunt

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration:
• Your walking speed increases by 10 feet.
• You don't provoke opportunity attacks.
• You can move through the space of another
creature, and it doesn't count as difficult terrain. If
you end your turn in another creature's space, you
are shunted to the last unoccupied space you
occupied, and you take 1d8 force damage.

Wizard (Strixhaven) 2nd level Transmutation

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Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill with 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.

Wizard (Strixhaven) 2nd level Divination

Silvery Barbs

  • casting time 1 reaction
  • range 60 feet

  • components V
  • duration Instantaneous

When a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw, you magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Wizard (Strixhaven) 1st level Enchanment

Wither and Bloom

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit dice equal to the roll plus your spellcasting ability modifier.

At Higher Levels : When you cast this spell using a slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Druid (Strixhaven) 2nd level Necromancy

Wither and Bloom

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit dice equal to the roll plus your spellcasting ability modifier.

At Higher Levels : When you cast this spell using a slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Sorcerer (Strixhaven) 2nd level Necromancy

Vortex Warp

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels : When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Sorcerer (Strixhaven) 2nd level Conjuration

Vortex Warp

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels : When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Artificer (Strixhaven) 2nd level Conjuration

Kinetic Jaunt

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration:
• Your walking speed increases by 10 feet.
• You don't provoke opportunity attacks.
• You can move through the space of another
creature, and it doesn't count as difficult terrain. If
you end your turn in another creature's space, you
are shunted to the last unoccupied space you
occupied, and you take 1d8 force damage.

Sorcerer (Strixhaven) 2nd level Transmutation

Kinetic Jaunt

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration:
• Your walking speed increases by 10 feet.
• You don't provoke opportunity attacks.
• You can move through the space of another
creature, and it doesn't count as difficult terrain. If
you end your turn in another creature's space, you
are shunted to the last unoccupied space you
occupied, and you take 1d8 force damage.

Artificer (Strixhaven) 2nd level Transmutation

Kinetic Jaunt

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration:
• Your walking speed increases by 10 feet.
• You don't provoke opportunity attacks.
• You can move through the space of another
creature, and it doesn't count as difficult terrain. If
you end your turn in another creature's space, you
are shunted to the last unoccupied space you
occupied, and you take 1d8 force damage.

Bard (Strixhaven) 2nd level Transmutation

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Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill with 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 (Strixhaven) 2nd level Divination

Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill with 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.

Bard (Strixhaven) 2nd level Divination

Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill with 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.

Cleric (Strixhaven) 2nd level Divination

Silvery Barbs

  • casting time 1 reaction
  • range 60 feet

  • components V
  • duration Instantaneous

When a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw, you magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Bard (Strixhaven) 1st level Enchanment

Silvery Barbs

  • casting time 1 reaction
  • range 60 feet

  • components V
  • duration Instantaneous

When a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw, you magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Sorcerer (Strixhaven) 1st level Enchanment

Sapping Sting

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Wizard (Dunamancy) Necromancy Cantrip

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