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Acid Splash

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). ,,

Paladin Conjuration cantrip

Bane

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

A drop of blood

Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.

Bard, 1st level Enchantment

Blade Ward

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Bard,, Abjuration cantrip

Bless

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration

up to 1 minute (a sprinkling of holy water) You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. ,,

Bard,, 1st-level enchantment

Blur

  • casting time 1 action
  • range Self

  • components V
  • duration Concentration

up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this efect if it doesnt rely on sight, as with blindsight, or can see through illusions, as with truesight. ,

Bard,, 2nd-level illusion

Burning Hands

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

As you hold your hands with thumbs touching and ingers spread, a thin sheet of lames shoots forth from your outstretched ingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 ire damage on a failed save, or half as much damage on a successful one. The ire ignites any lammable objects in the area that arent being worn or carried. 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,, 1st-level evocation

Calm Emotions

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose 1 of the following 2 effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Bard, 2nd level Enchantment

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, 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, 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, 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, 1st level Enchantment

Compelled Duel

  • casting time1 bonus action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Paladin (*)(Crown),, 1st level Enchantment

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Comprehend Languages

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesnt decode secret messages in a text or a glyph, such as an arcane sigil, that isnt part of a written language.

Paladin (*)(Crown),, 1st-level divination (ritual)

Crown of Madness

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

1 humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Bard, 2nd level Enchantment

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. ,

Bard, 1st-level evocation

Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

Phosphorus, wychwood or glowworm

You create up to 4 torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the 4 lights into 1 glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Bard,, Evocation cantrip

Detect Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Paladin, 1st level Divination

Detect Magic

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration

up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Paladin, 1st-level divination (ritual)

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Paladin 1st level Divination

Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock,, Evocation cantrip

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose 1 of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each slot level above 2nd.

Bard 2nd level Transmutation

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Enlarge/Reduce [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.
Reduce. The

Bard (TCE) 2nd level Transmutation

Enlarge/Reduce [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of powdered iron

target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Bard (TCE) 2nd level Transmutation

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Bard 1st level Evocation

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Bard 1st level Evocation

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Bard 1st level Evocation

Fireball

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a tiny ball of bat guano and sulfur

A bright streak lashes from your pointing inger to a point you choose within range and then blossoms with a low roar into an explosion of lame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 ire damage on a failed save, or half as much damage on a successful one. The ire spreads around corners. It ignites lammable objects in the area that arent being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ,,

Bard 3rd-level evocation

Fire Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You hurl a mote of ire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 ire damage. A lammable object hit by this spell ignites if it isnt being worn or carried. This spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). ,,

Bard Evocation cantrip

Fire Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You hurl a mote of ire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 ire damage. A lammable object hit by this spell ignites if it isnt being worn or carried. This spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). ,,

Bard Evocation cantrip

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Druid,, 1st level Conjuration

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Guiding Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

A lash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. 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. ,

Druid,, 1st-level evocation

Healing Word

  • casting time 1 bonus
  • range 60 feet

  • components V
  • duration Instantaneous

action A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. ,,

Druid,, 1st-level evocation

Healing Word

  • casting time 1 bonus
  • range 60 feet

  • components V
  • duration Instantaneous

action A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. ,,

Druid,, 1st-level evocation

Healing Word

  • casting time 1 bonus
  • range 60 feet

  • components V
  • duration Instantaneous

action A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. ,,

Druid,, 1st-level evocation

Hellish Rebuke

  • casting time1 reaction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Paladin (Oathbreaker),, 1st level Evocation

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.

Bard, 1st level Enchantment

Hex

  • casting time1 bonus action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Warlock, 1st level Enchantment

Hunter's Mark

  • casting time1 bonus action
  • range90 feet

  • componentsV
  • durationConcentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Paladin (Vengeance) 1st level Divination

Identify

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are afecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently afecting it. ,,

Paladin (Vengeance) 1st-level divination (ritual)

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Invisibility

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration

an eyelash encased in gum arabic

up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the targets person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Paladin (Vengeance) 2nd-level illusion

Lesser Restoration

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

You touch a creature and can end either one disease or one condition alicting it. The condition can be blinded, deafened, paralyzed, or poisoned. ,,

Paladin (Vengeance) 2nd-level abjuration

Mage Armor

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

You touch a willing creature who isnt wearing armor, and a protective magical force surrounds it until the spell ends. The targets base AC becomes 13 + its Dexterity modiier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Paladin (Vengeance) 1st-level abjuration

Mage Hand

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

A spectral, loating 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, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand cant attack, activate magic items, or carry more than 10 pounds. ,,

Paladin (Vengeance) Conjuration cantrip

Magic Missile

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Paladin (Vengeance) 1st-level evocation

Magic Missile

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Paladin (Vengeance) 1st-level evocation

Minor Illusion [1/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

a bit of leece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone elses voice, a lions roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at diferent times before the spell ends. If you create an image of an objectsuch as a chair, muddy footprints, or a small chestit must be no larger than a 5-foot cube. The image cant create sound, light, smell, or any other sensory efect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes

Paladin (Vengeance) Illusion cantrip

Minor Illusion [2/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

a bit of leece

faint to the creature.

Paladin (Vengeance) Illusion cantrip

Moonbeam

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Paladin (Ancients), 2nd level Evocation

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Poison Spray

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

You extend your hand toward a creature you can see within range and project a puf of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spells damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Paladin (Ancients), Conjuration cantrip

Prayer of Healing

  • casting time 10 minutes
  • range 30 feet

  • components V
  • duration Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. ,,

Paladin (Ancients), 2nd-level evocation

Prestidigitation

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical efects within range: You create an instantaneous, harmless sensory efect, such as a shower of sparks, a puf of wind, faint musi- cal notes, or an odd odor. You instantaneously light or snuf out a candle, a torch, or a small campire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or lavor up to 1 cubic foot of nonliv- ing material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can it in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous efects active at a time, and you can dismiss such an efect as an action. ,

Paladin (Ancients), Transmutation cantrip

Ray of Frost

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ,

Paladin (Ancients), Evocation cantrip

Ray of Frost

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ,

Paladin (Ancients), Evocation cantrip

Sacred Flame

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no beneit from cover for this saving throw. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Paladin (Ancients), Evocation cantrip

Shillelagh

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Druid, Transmutation cantrip

Scorching Ray

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Druid (Wildfire) 2nd level Evocation

Shield

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration 1 round

, which you take when you are hit by an attack or targeted by the spell An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from ,

Druid (Wildfire) 1st-level abjuration

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Shield

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration 1 round

, which you take when you are hit by an attack or targeted by the spell An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from ,

Druid (Wildfire) 1st-level abjuration

Shocking Grasp

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it cant take reactions until the start of its next turn. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ,

Druid (Wildfire) Evocation cantrip

Sleep

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 1 minute

a pinch of ine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8. the total is how many hit points of creatures this spell can afect. Creatures within 20 feet of a point you choose within range are afected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature afected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be afected. Undead and creatures immune to being charmed arent afected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. ,

Druid (Wildfire) 1st-level enchantment

Spare the Dying

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no efect on undead or constructs. ,,

Druid (Wildfire) Necromancy cantrip

Spare the Dying

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no efect on undead or constructs. ,,

Druid (Wildfire) Necromancy cantrip

Thaumaturgy

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical efects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause lames to licker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or omi- nous whispers. You instantaneously cause an unlocked door or win- dow to ly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute efects active at a time, and you can dismiss such an efect as an action. ,,

Druid (Wildfire) Transmutation cantrip

Thunderwave

  • casting time 1 action
  • range Self (15-foot cube)

  • components V, S
  • duration Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isnt pushed. In addition, unsecured objects that are completely within the area of efect are automatically pushed 10 feet away from you by the spells efect, and the spell emits a thunderous boom audible out to 300 feet. 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.

Druid (Wildfire) 1st-level evocation

Thunderwave

  • casting time 1 action
  • range Self (15-foot cube)

  • components V, S
  • duration Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isnt pushed. In addition, unsecured objects that are completely within the area of efect are automatically pushed 10 feet away from you by the spells efect, and the spell emits a thunderous boom audible out to 300 feet. 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.

Druid (Wildfire) 1st-level evocation

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

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), 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), 11th level (3d4) and 17th level (4d4).

Bard, Enchantment cantrip

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Web

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

a bit of spiderweb

up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs ill a 20-foot cube from that point for the duration. The webs are diicult terrain and lightly obscure their area. If the webs arent anchored between two solid masses (such as walls or trees) or layered across a loor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a lat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are lammable. Any 5-foot cube of webs exposed to ire burns away in 1 round, dealing 2d4 ire damage to any creature that starts its turn in the ire. ,,

Bard, 2nd-level conjuration

Wrathful Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Paladin,, 1st level Evocation

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