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M;1 round;(a weapon)As part of the action used to cast this spell

  • casting time otherwise the spell fails. On a hit
  • range the target suffers the attack's normal effects

  • components and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    This spell's damage increases when you reach higher levels. At 5th level
  • duration the melee attack deals an extra 1d8 fire damage to the target

and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.;Warlock (SCAG)

Warlock you must make a melee attack with a weapon against one creature within the spell's range

S

  • casting time 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
  • range you gain 5 additional temporary hit points for each slot level above 1st. ;Warlock: Eldritch Invocation

Warlock M;1 hour;(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life

S;1 hour;You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration 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

Warlock including your clothing

S

  • casting time manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points
  • range the creature takes 5 cold damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components both the temporary hit points and the cold damage increase by 5 for each slot level above 1st. ;Warlock
  • duration

Warlock M;1 hour;(a cup of water)A protective magical force surrounds you

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

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

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Warlock: Celestial Patron

Warlock a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

S;Concentration

  • casting time and then as a bonus action on each of your turns until the spell ends
  • range you can take the Dash action.;Warlock

Warlock up to 10 minutes;This spell allows you to move at an incredible pace. When you cast this spell

S

  • casting time 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
  • range you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also

  • components 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
  • duration 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

Warlock M;Concentration

you teleport up to 30 feet to an unoccupied space that you can see.;Warlock

Warlock

0;Green-Flame Blade;Evocation cantrip;1 action;5 feet;V 0;Green-Flame Blade;Evocation cantrip;1 action;5 feet;V
1;False Life;1st level Necromancy;1 action;Self;V 1;False Life;1st level Necromancy;1 action;Self;V
1;Disguise Self;1st level Illusion;1 action;Self;V 1;Disguise Self;1st level Illusion;1 action;Self;V
1;Armor of Agathys;1st level Abjuration;1 action;Self;V 1;Armor of Agathys;1st level Abjuration;1 action;Self;V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V 1;Expeditious Retreat;1st level Transmutation;1 bonus action;Self;V
1;Hex;1st level Enchantment ;1 bonus action;90 feet;V 1;Hex;1st level Enchantment ;1 bonus action;90 feet;V
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Warlock: Celestial Patron

Warlock deafened

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

Warlock M;Concentration

S;Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range 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

  • components you must use your action to maintain control over the target
  • duration 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. ;Warlock up to 1 minute;One 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

S

the spell ends. ;Warlock M;24 hours;(a short reed or piece of straw)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.;Warlock: Eldritch Invocation

up to 1 hour;For the duration

  • casting time as well as advantage on Intelligence
  • range Wisdom

  • components and Charisma saving throws.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.;Warlock

the spell ends. ;Warlock you or one willing creature you can see within range has resistance to psychic damage

S;Concentration

  • casting time which lit around you for the spell's duration. The spirits are intangible and invulnerable.
    Until the spell ends
  • range any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant

  • components necrotic
  • duration or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
    In addition

any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

the spell ends. ;Warlock up to 1 minute;You call forth spirits of the dead

S

  • casting time up to 1 minute;(a white feather or the heart of a hen)You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
    While frightened by this spell
  • range a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • components unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you
  • duration the creature can make a Wisdom saving throw. On a successful save

the spell ends for that creature. ;Warlock

the spell ends. ;Warlock M;Concentration

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

the spell ends. ;Warlock M;Concentration

or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. ;Warlock: Celestial Patron

the spell ends. ;Warlock

2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V 2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V
3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V 3;Water Breathing (ritual);3rd level Transmutation;1 action;30 feet;V
3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration
3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save