Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

S; 1 minute; A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds.; Bard

Bard floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

11 (3d6)

Bard and 17 (4d6).; Bard

S; Instantaneous; You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit

  • casting time and until the end of your next turn
  • range it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
    The damage increases by 1d8 when you reach levels 5 (2d8)

  • components 11 (3d8)
  • duration and 17 (4d8).; Bard

Bard the target takes 1d8 Radiant damage

it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4)

Bard 11th level (3d4) and 17th level (4d4). ; Bard

S; 1 hour; You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends
  • range the creature knows it was charmed by you.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target 1 additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. ; Bard
  • duration

Bard and does so with advantage if you or your companions are fighting it. If it fails the saving throw

ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target has the Prone condition and then ends its turn.
Halt: On its turn

Bard the target doesn’t move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.; Bard (TCE)

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ; Bard

Bard it takes 3d6 psychic damage and must immediately use its reaction

the healing increases by 1d4 for each slot level above 1st. ; Bard

Bard

which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll

  • casting time or a saving throw; 60 feet; V; Instantaneous; 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
  • range ability check

  • components or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.; Bard (XGE)
  • duration

Bard an ability check

0; Mage Hand; Conjuration cantrip; 1 action; 30 feet; V 0; Mage Hand; Conjuration cantrip; 1 action; 30 feet; V
0; Mind Sliver; Enchantment cantrip; 1 action; 60 feet; V; Instantaneous; You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
The damage increases by 1d6 when you reach levels 5 (2d6)
0; Mind Sliver; Enchantment cantrip; 1 action; 60 feet; V; Instantaneous; You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
The damage increases by 1d6 when you reach levels 5 (2d6)
0; Starry Wisp; Evocation cantrip; 1 action; 60 feet; V 0; Starry Wisp; Evocation cantrip; 1 action; 60 feet; V
0; Vicious Mockery; Enchantment cantrip; 1 action; 60 feet; V; Instantaneous; You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you) 0; Vicious Mockery; Enchantment cantrip; 1 action; 60 feet; V; Instantaneous; You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you)
1; Charm Person; 1st level Enchantment ; 1 action; 30 feet; V 1; Charm Person; 1st level Enchantment ; 1 action; 30 feet; V
1; Command; 1st level Enchantment; 1 action; 60 feet; V; Instantaneous; You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach: The target moves toward you by the shortest and most direct route
1; Command; 1st level Enchantment; 1 action; 60 feet; V; Instantaneous; You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach: The target moves toward you by the shortest and most direct route
1; Dissonant Whispers; 1st level Enchantment ; 1 action; 60 feet; V; Instantaneous; You whisper a discordant melody that only 1 creature of your choice within range can hear 1; Dissonant Whispers; 1st level Enchantment ; 1 action; 60 feet; V; Instantaneous; You whisper a discordant melody that only 1 creature of your choice within range can hear
1; Healing Word; 1st level Evocation; 1 bonus action; 60 feet; V; Instantaneous; A creature of your choice that you can see within range regains hit points equal to 1d4 + 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
1; Healing Word; 1st level Evocation; 1 bonus action; 60 feet; V; Instantaneous; A creature of your choice that you can see within range regains hit points equal to 1d4 + 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
1; Silvery Barbs; 1st level Enchantment; 1 reaction 1; Silvery Barbs; 1st level Enchantment; 1 reaction

S

  • casting time up to 1 minute; (Tiny tarts and a feather waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone
  • range becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
    At the end of each of its turns

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ; Bard

Bard M; Concentration

S; Instantaneous; You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save

  • casting time a creature takes half as much damage only.
    In addition
  • range unsecured objects that are entirely within the Cube are pushed 10 feet away from you

  • components and a thunderous boom is audible within 300 feet.

    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.; Bard
  • duration

Bard a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save

S

Bard M; 8 hours; (a strip of white cloth)Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.; Bard

or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns

  • casting time ending the spell on itself on a success.

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

Bard the target repeats the save

S; 1 minute; Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

Bard the duplicates move with you and mimic your actions

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels: When you cast this spell using a spell slot of or higher

Bard M; Instantaneous; (A chip of mica)A sudden loud ringing noise

S; Concentration

  • casting time the target loses the ability to distinguish friend from foe
  • range regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage

  • components it can repeat the saving throw
  • duration ending the effect on itself on a success.
    Whenever the affected creature chooses another creature as a target

it must choose the target at random from among the creatures it can see within range of the attack

spell up to 1 minute; You reach into the mind of 1 creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save

M; Concentration

  • casting time the creature becomes charmed for the duration. While charmed by this spell
  • range the creature is incapacitated and has 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. ; Bard

spell up to 1 minute; (A glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save

S; Instantaneous; A creature that you can see within range makes a Constitution saving throw

  • casting time target a nonmagical plant that isn’t a creature
  • range such as a tree or shrub. It doesn’t make a save; it simply withers and dies.

    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.; Bard (XGE)

spell taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively

1; Tasha's Hideous Laughter; 1st level Enchantment; 1 action; 30 feet; V 1; Tasha's Hideous Laughter; 1st level Enchantment; 1 action; 30 feet; V
1; Thunderwave; 1st level Evocation; 1 action; Self (15-foot cube); V 1; Thunderwave; 1st level Evocation; 1 action; Self (15-foot cube); V
2; Aid; 2nd level Abjuration; 1 action; 30 feet; V 2; Aid; 2nd level Abjuration; 1 action; 30 feet; V
2; Blindness/Deafness; 2nd level Necromancy; 1 action; 30 feet; V; 1 minute; One creature that you can see within range must succeed on a Constitution saving throw 2; Blindness/Deafness; 2nd level Necromancy; 1 action; 30 feet; V; 1 minute; One creature that you can see within range must succeed on a Constitution saving throw
2; Mirror Image; 2nd level Illusion; 1 action; Self; V 2; Mirror Image; 2nd level Illusion; 1 action; Self; V
2; Shatter; 2nd level Evocation; 1 action; 60 feet; V 2; Shatter; 2nd level Evocation; 1 action; 60 feet; V
3; Enemies Abound; 3rd level Enchantment; 1 action; 120 feet; V 3; Enemies Abound; 3rd level Enchantment; 1 action; 120 feet; V
3; Hypnotic Pattern; 3rd level Illusion; 1 action; 120 feet; S 3; Hypnotic Pattern; 3rd level Illusion; 1 action; 120 feet; S
4; Blight; 4th level Necromancy; 1 action; 30 feet; V 4; Blight; 4th level Necromancy; 1 action; 30 feet; V

S; 1 hour; One creature 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

  • casting time 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 4.; Bard
  • range

spell 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

one you can visualize

  • casting time such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”
    You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport
  • range and it teleports to a space within 5 feet of your destination space.
    If you

  • components the other creature
  • duration or both would arrive in a space occupied by a creature or completely filled by one or more objects

you and any creature traveling with you each take 4d6 Force damage

and the teleportation fails.; Bard or one you can describe by stating distance and direction

you can utter a creature’s name. If the named target is within range

  • casting time the lance dissipates without effect.
    The target must make an Intelligence saving throw. On a failed save
  • range the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save

  • components the creature takes half as much damage and isn’t incapacitated.

    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
  • duration the damage increases by 1d6 for each slot level above 4th.; Bard

and the teleportation fails.; Bard it becomes the spell’s target even if you can’t see it. If the named target isn’t within range

S

  • casting time up to 1 minute; (A small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.

    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ; Bard

and the teleportation fails.; Bard M; Concentration

4; Charm Monster; 4th level Enchantment ; 1 action; 30 feet; V 4; Charm Monster; 4th level Enchantment ; 1 action; 30 feet; V
4; Dimension Door; 4th level Conjuration; 1 action; 500 feet; V; Instantaneous; You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see 4; Dimension Door; 4th level Conjuration; 1 action; 500 feet; V; Instantaneous; You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see
4; Raulothim's Psychic Lance; 4th level Enchantment; 1 action; 120 feet; V; Instantaneous; You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively 4; Raulothim's Psychic Lance; 4th level Enchantment; 1 action; 120 feet; V; Instantaneous; You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively
5; Hold Monster; 5th level Enchantment ; 1 action; 90 feet; V 5; Hold Monster; 5th level Enchantment ; 1 action; 90 feet; V