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Agonizing Blast

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Invocation Eeldritch blast cantrip

Armor of Shadows

  • casting time
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

You can cast mage armor on yourself at will, without expending a spell slot or material components.

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Invocation -

Ascendant Step

  • casting time
  • range60 feet

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

You can cast levitate on yourself at will, without expending a spell slot or material components.

Invocation 9th level

Aspect of the Moon

Don't need to sleep and can't be forced to sleep by any means.

Invocation Pact of the Tome

Beast Speech

  • casting time
  • rangeSelf

  • componentsV, S
  • duration10 minutes

You can cast speak with animals at will, without expending a spell slot.

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Invocation -

Beguiling Influence

Give proficiency in Deception and Persuasion skills.

Invocation -

Bewitching Whispers

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

Invocation 7th level

Book of Ancient Secrets

Allow to cast two 1st-level spells from any class as rituals.

Invocation Pact of the Tome

Cloak of Flies

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can't use it again until you finish a short or long rest.

Invocation 5th level

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Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Invocation -

Dreadful Word

  • casting time1 action
  • range90 feet

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

You can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.

Invocation 7th level

Eldritch Mind

Grant advantage on Constitution saving throws to maintain concentration on a spell.

Invocation -

Eldritch Sight

  • casting time
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You can cast detect magic at will, without expending a spell slot or material components.

Invocation -

Eldritch Spear

The range of eldritch blast increases to 300 ft.

Invocation Eeldritch blast cantrip

Eyes of the Rune Keeper

You can read all writing.

Invocation -

Far Scribe

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.

Invocation 5th-level warlock, Pact of the Tome

Fiendish Vigor

  • casting time
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Invocation -

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Invocation -

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Ghostly Gaze

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can't use it again until you finish a short or long rest.

Invocation 7th level

Gift of the Depths

  • casting time
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a short reed or piece of straw

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast water breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

Water Breathing. This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Invocation 5th level

Grasp of Hadar

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself.

Invocation Eeldritch blast cantrip

Lance of Lethargy

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

Invocation Eeldritch blast cantrip

Maddening Hex

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Invocation 5th level,hexspell orcurses

Mask of Many Faces

  • casting time
  • rangeSelf

  • componentsV, S
  • duration1 hour

You can cast disguise self at will, without expending a spell slot.

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Invocation -

Master of Myriad Forms

  • casting time
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You can cast alter self at will, without expending a spell slot.
You assume a different form. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, and you are proficient with you unarmed strikes. The natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Invocation 15th level

Minions of Chaos

  • casting time1 minute
  • range90 feet

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

burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

You can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. The elemental disappears when it drops to 0 hit points or when the spell ends.
It obeys any verbal commands that you issue to it. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile. An uncontrolled elemental can't be dismissed by you.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Invocation 9th level

Mire the Mind

  • casting time1 action
  • range120 feet

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

a drop of molasses

You can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Invocation 5th level

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Misty Visions

  • casting time
  • range60 feet

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

You can cast silent image at will, without expending a spell slot or material components.

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.

Invocation -

One with Shadows

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Invocation 5th level

Otherworldly Leap

  • casting time
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

You can cast jump at will, without expending a spell slot.

You touch a creature. The creature's jump distance is tripled until the spell ends.

Invocation 9th level

Relentless Hex

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade's Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Invocation 7th level, hex spell or curses

Repelling Blast

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Invocation eldritch blast cantrip

Sculptor of Flesh

  • casting time1 action
  • range60 feet

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

a caterpillar cocoon

You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
This spell transforms a creature with at least 1 hit point that you can see into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level). The target's game statistics are replaced by the chosen beast. It retains its alignment and personality.
When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Invocation 7th level

Shroud of Shadow

  • casting time
  • rangeTouch

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

an eyelash encased in gum arabic

You can cast invisibility at will, without expending a spell slot.

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 target's 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.

Invocation 15th level

Sign of Ill Omen

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
• the target has disadvantage on ability checks and saving throws made with a chosen ability score.
• the target has disadvantage on attack rolls against you.
• the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Invocation 5th level

Thief of Five Fates

  • casting time1 action
  • range30 feet

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

a drop of blood

You can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.

Up to three 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 one additional creature for each slot level above 1st.

Invocation -

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Tomb of Levistus

  • casting time1 reaction
  • range

As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can't use it again until you finish a short or long rest.

Invocation 5th level

Trickster's Escape

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap, bound around the arm or a similar appendage

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Invocation 7th level

Undying Servitude

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
This spell creates an undead servant.
On each of your turns, you can use a bonus action to mentally command any creature you made if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate two additional undead creatures for each slot above 3rd.

Invocation 5th-level warlock

Visions of Distant Realms

  • casting time
  • range30 feet

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

a bit of bat fur

You can cast arcane eye at will, without expending a spell slot.
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Invocation 15th level

Whispers of the Grave

  • casting time
  • range10 feet

  • componentsV, S, M
  • duration10 minutes

burning incense

You can cast speak with dead at will, without expending a spell slot.
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Invocation 9th level

Witch Sight

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Invocation 15th level

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