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Throwing Stance

  • casting time 1 Bonus Action (stance)
  • range

  • components
  • duration

(1 Exertion Point) You wield your weapon with a practiced familiarity that makes it deadly even when a foe is beyond your reach, able to hurl it as accurately as a thrown dagger.

Choose a weapon when you learn this combat maneuver. While you are wielding the chosen weapon it has the rebounding property and thrown property (range 30/60 feet).

Unending Wheel

Shoulder Check

  • casting time 1 Reaction
  • range

  • components
  • duration

(1 Exertion Point) Watching a companion under attack infuriates you and you fling yourself at their opponent with a powerful shove.

After a creature within your reach makes a melee attack against an ally, you can use your reaction to make an Athletics check against the creature’s maneuver DC. On a success you shove the creature 10 feet away from you and you move 10 feet in that direction.

This movement does not provoke opportunity attacks .

Sanguine Knot

Doubleteam

  • casting time Bonus Action
  • range

  • components
  • duration

(1 Exertion Point) Working in tandem with an ally, you fray the defenses of an opponent so your companion can better land a strike.

Choose a creature within your reach. The next ally within 20 feet that makes a melee weapon attack against that creature can use their bonus action to make an Athletics check against the target’s maneuver DC to grapple or push the target 10 feet.

Sanguine Knot

Searing Equation

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Instantaneous

Saving Throw: Intelligence halves and negates deafened

You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete. Each creature in a 15-foot cone takes 3d4 psychic damage and is deafened for 1 round.

Creatures who are unable to hear the equation, immune to psychic damage, or who have an Intelligence score lower than 4 are immune to this spell.

Enchantment, Affliction, Law, Psychic

Produce Flame

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 10 minutes

You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

The spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an action on a following turn, you can fling the flame at a creature within 30 feet, making a ranged spell attack that deals 1d8 fire damage.

Conjuration, Attack, Fire, Nature, Utility

Protection From Evil and Good

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, 10 minutes

holy water or powdered silver and iron, consumed by the spell

The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target and are unable to charm , frighten , or possess the target. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against that effect.

Abjuration Arcane, Divine, Protection

Mage Armor

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 8 hours

metal stud

Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.

Abjuration, Arcane, Protection

Identify

  • casting time 1 Minute (Ritual)
  • range Touch

  • components V, S, M
  • duration Instantaneous

pearl worth at least 100 gold and a feather

You learn the target item’s magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if any) along with what spells were used to create it.

Alternatively, you learn any spells that are currently affecting a targeted creature.

What this spell can reveal is at the Narrator’s discretion, and some powerful and rare magics are immune to identify .

Divination, Arcane, Knowledge

Find Familiar [1/2]

  • casting time 1 Hour (Ritual)
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

10 gold worth of charcoal, incense, and herbs that must be burned in a brass brazier

Your familiar, a spirit that takes the form of a Raven, appears in an unoccupied space within range. It has the statistics of a Raven, but is a fiend (instead of a beast).

Your familiar is an independent creature that rolls its own initiative and acts on its own turn in combat (but cannot take the Attack action). However, it is loyal to you and always obeys your commands.

When the familiar drops to 0 hit points, it vanishes without a trace. Casting the spell again causes it to reappear.

You are able to communicate telepathically with your familiar when it is within 100 feet. As long as it is within this range, you can use an action to see through your familiar’s eyes and hear through its ears until the beginning of your next turn, gaining the benefit of any special senses it has. During this time, you are blind and deaf to your body’s surroundings.

You can use an action to either permanently dismiss your familiar or temporarily dismiss it to a pocket dimension where it awaits your summons. While it

Conjuration, Arcane, Summoning

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Find Familiar [2/2]

  • casting time 1 Hour (Ritual)
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

10 gold worth of charcoal, incense, and herbs that must be burned in a brass brazier

is temporarily dismissed, you can use an action to call it back, causing it to appear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time, but if you cast this spell while you already have a familiar, you can cause it to adopt a different form.

Finally, when you cast a spell with a range of touch and your familiar is within 100 feet of you, it can deliver the spell as if it was the spellcaster. Your familiar must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, use your attack bonus for the spell.

Conjuration, Arcane, Summoning

Corpse Explosion

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Saving Throw: Constitution halves and negates poisoned

A corpse explodes in a poisonous cloud. Each creature in a 10-foot radius of the corpse must make a Constitution saving throw . A creature takes 3d6 thunder damage and is poisoned for 1 minute on a failed save, or it takes half as much damage and is not poisoned on a successful one. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.

Evocation, Poison, Thunder

Pestilence

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Concentration, 1 minute

A swarm of insects fills a 10-foot area. Creatures that begin their turn within the spell’s area or who enter the area for the first time on their turn must make a Constitution saving throw or take 1d4 piercing damage. The pests also ravage any unattended organic material within their radius, such as plant, wood, or fabric.

Conjuration, Nature, Summoning

Mage Hand

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration 1 minute

A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it.

You can use an action to control the hand and direct it to do any of the following:

manipulate an object.
open an unlocked container or door.
stow or retrieve items from unlocked containers.

The hand cannot attack, use magic items, or carry more than 10 pounds.

Conjuration, Arcane, Utility

Calculate

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration, 1 hour

You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.

Divination, Enhancement, Law

Command

  • casting time 1 Action
  • range 60 feet

  • components V
  • duration 1 round

Saving Throw: Wisdom negates

You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.

Sample commands are: Approach, Come, Here, Bow, Grovel, Kneel, Drop, Flee, Run, Halt.

Enchantment, Compulsion, Divine

Bane

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, 1 minute

a small straw dolly

Saving Throw: Charisma negates

The senses of up to 3 creatures are filled with phantom energies that make them more vulnerable and less capable. Until the spell ends, a d4 is subtracted from attack rolls and saving throws made by a target.

Enchantment, Affliction

Message

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration 1 round

scrap of paper

You point and whisper your message at the target. It alone hears the message and may reply in a whisper audible only to you.

You can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The message is blocked by 3 feet of wood, 1 foot of stone, 1 inch of common metals, or a thin sheet of lead.

The spell moves freely around corners or through openings.

Transmutation, Arcane, Communication

Friends

  • casting time 1 Bonus Action
  • range 30 feet

  • components S
  • duration 1 round

Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.

Enchantment, Arcane

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Dancing Lights

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, 1 minute

bit of phosphorus or wychwood, or a glowworm

You create up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.

You can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range.

Evocation, Arcane, Utility

Druidcraft

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You call upon your mastery of nature to produce one of the following effects within range:

You create a minor, harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example, the effect might create a miniature thunderhead if storms are predicted.
You instantly make a plant feature develop, but never to produce Supply. For example, you can cause a flower to bloom or a seed pod to open.
You create an instantaneous, harmless sensory effect such as the sound of running water, birdsong, or the smell of mulch. The effect must fit in a 5-foot cube.
You instantly ignite or extinguish a candle, torch, smoking pipe, or small campfire.

Transmutation, Nature, Utility

Shield

  • casting time 1 Reaction
  • range Self

  • components V, S
  • duration 1 round

You cast this spell as a reaction which you take when you are hit by an attack or targeted by the magic missile spell.

You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends, you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected.

Abjuration, Arcane, Protection

Vorax-Hul’s Mighty Force Punch

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Instantaneous

Make a melee spell attack . On a hit, the target takes 3d8 force damage. The target is pushed 5 feet away from you for every 10 points of damage dealt.

Evocation, Attack, Force, Unarmed

Fog Cloud

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Concentration, 1 hour

You create a heavily obscured area of fog. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour).

Conjuration, Arcane, Obscurement

Resistance

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, 1 minute

a miniature cloak

The target gains an expertise die to one saving throw of its choice, ending the spell. The expertise die can be rolled before or after the saving throw is made.

Abjuration, Nature, Protection

Mending

  • casting time 1 Minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

fragment of equine bone

You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.

Magic items and constructs may be repaired in this way, but their magic is not restored.

You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.

Transmutation, Arcane, Transformation

Shield of Faith

  • casting time 1 Bonus Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, 10 minutes

scrap of holy text

Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2

Abjuration, Divine, Protection

Divine Favor

  • casting time 1 Bonus Action
  • range Self

  • components V, S
  • duration Concentration, 1 minute

You imbue divine power into your strikes. Until the spell ends, you deal an extra 1d4 radiant damage with your weapon attacks.

Evocation, Attack, Divine, Radiant

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Cure Wounds

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

The target regains hit points equal to 1d8 + your spellcasting ability modifier.

Evocation, Divine, Healing, Nature

Disguise Self

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 1 hour

Until the spell ends or you use an action to dismiss it, you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex and any other distinguishing features. You cannot disguise yourself as a creature of a different size category, and your limb structure remains the same, for example if you're bipedal, you can’t use this spell to appear as a quadruped.

The disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through your disguise without such an inspection, a creature must use its action to make an Investigation check against your spell save DC.
Cast at Higher Levels

When using a spell slot of 3rd-level or higher, this spell functions identically to the seeming spell, except the spell’s duration is 10 minutes.

Illusion, Arcane, Obscurement

Altered Strike

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration 1 round

piece of bone, bronze, cold iron, steel, stone, or wood

You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach. You use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood.

Transmutation, Enhancement

Guidance

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Concentration, 1 minute

The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.

Divination, Divine, Knowledge

Thaumaturgy

  • casting time 1 Action
  • range 30 feet

  • components V
  • duration 1 minute

You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:

Your voice booms up to three times louder than normal
You cause flames to flicker, brighten, dim, or change color
You send harmless tremors throughout the ground.
You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon’s roar at a point of your choosing within range.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes.

Lingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn.

Transmutation, Divine, Enhancement

Bless

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, 1 minute

sprinkle of holy water

The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target.

Enchantment, Divine, Enhancement

Healing Word

  • casting time 1 Bonus Action
  • range 60 feet

  • components V
  • duration Instantaneous

Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier.

Evocation, Divine, Healing

Faerie Fire

  • casting time 1 Action
  • range 60 feet

  • components V
  • duration Concentration, 1 minute

Saving Throw: Dexterity (special)

Each object in a 20-foot cube within range is outlined in light (your choice of color). Any creature in the area when the spell is cast is also outlined unless it makes a Dexterity saving throw . Until the spell ends, affected objects and creatures shed dim light in a 10-foot radius.

Any attack roll against an affected object or creature has advantage . The spell also negates the benefits of [conditions|invisibility]] on affected creatures and objects.

Evocation, Arcane, Utility

Dramatic Sing

  • casting time 1 Bonus Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, 1 minute

broken violin string and a wasp’s stinger

Saving Throw: Wisdom negates

You frighten the target by echoing its movements with ominous music and terrifying sound effects. It takes 1d4 psychic damage and becomes frightened of you until the spell ends.

At the end of each of the creature’s turns, it can make another Wisdom saving throw , ending the effect on itself on a success. On a failed save, the creature takes 1d4 psychic damage.

You cannot cast another spell through your spellcasting focus while concentrating on this spell.


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Charm Person

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration 1 hour

The target must make a Wisdom saving throw or be affected by the spell. You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.

The spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.

Enchantment, Arcane, Compulsion

Vicious Mockery

  • casting time 1 Action
  • range 60 feet

  • components V
  • duration Instantaneous

You verbally insult or mock the target so viciously its mind is seared. As long as the target hears you (understanding your words is not required) it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.

Enchantment, Arcane, Attack, Psychic

Minor Illusion

  • casting time 1 Action
  • range 30 feet

  • components S, M
  • duration 1 minute

tinderbox and small mirror

This spell creates a sound or image of an object. The illusion disappears if dismissed or you cast the spell again.

You may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area.

Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects.

The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against your spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature.

Illusion, Arcane, Chaos

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