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Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV S M
  • durationConcentration up to 1 minute

You create up to four 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 four lights into one 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.

Drow Evocation cantrip

Druidcraft

  • casting time1 action
  • range30 feet

  • componentsV S
  • durationInstantaneous

Whispering to the spirits of nature you create one of the following effects within range.
• You create a tiny harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies a cloud for rain falling snowflakes for snow and so on. This effect persists for 1 round.
• You instantly make a flower blossom a seed pod open or a leaf bud bloom.
• You create an instantaneous harmless sensory effect such as falling leaves a puff of wind the sound of a small animal or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle a torch or a small campfire.

Fairy Transmutation cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature that creature must succeed on a Dexterity saving throw to avoid the spell.

Aasimar Evocation cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV S
  • duration1 minute

A spectral 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 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 can't attack activate magical items or carry more than 10 pounds.

Githyanki Conjuration cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV S
  • duration1 minute

A spectral 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 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 can't attack activate magical items or carry more than 10 pounds.

Githzerai Conjuration cantrip

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

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 else's voice, a lion's 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 different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. 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 faint to the creature.

Forest Gnome Illusion cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV S
  • durationInstantaneous

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

Yuan-Ti Conjuration cantrip

Thaumaturgy

  • casting time1 action
  • range30 feet

  • componentsV
  • durationUp to 1 minute

You manifest a minor wonder, a sign of supernatural power within range. You create one of the following magical effects within range.
•Your voice booms up to three times as loud as normal for 1 minute.
•You cause flames to flicker 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 ominous whispers.
•You instantaneously cause an unlocked door or window to fly 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 effects active at a time and you can dismiss such an effect as an action.

Tiefling Transmutation cantrip

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV S
  • durationConcentration 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 is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.

Firbolg 1st level Divination

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Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration1 hour

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.

Firbolg 1st level Illusion

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration1 hour

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.

Hexblood 1st level Illusion

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.

Triton 1st level Conjuration

Jump

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration1 minute

a grasshopper's hind leg

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

Githyanki 1st level Transmutation

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV S
  • duration1 round

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 magic missile.

Githzerai 1st level Abjuration

Darkness

  • casting time1 action
  • range60 feet

  • componentsV M
  • durationConcentration up to 10 minutes

bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object such as a bowl or a helm blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower the spell that created the light is dispelled.

Tiefling 2nd level Evocation

Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 minute

a copper piece

For the duration you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper the target must make a Wisdom saving throw. If it fails you gain insight into its reasoning (if any) its emotional state and something that looms large in its mind (such as something it worries over loves or hates). If it succeeds the spell ends. Either way the target knows that you are probing into its mind and unless you shift your attention to another creature's thoughts the creature can use its action on its turn to make an

Githzerai 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • durationConcentration up to 1 minute

a copper piece

Intelligence check contested by your Intelligence check if it succeeds the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration you can search for thoughts within 30 feet of you. The spell can penetrate barriers but 2 feet of rock 2 inches of any metal other than lead or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way you can read its thoughts for the rest of the duration as described above even if you can't see it but it must still be within range.

Githzerai 2nd level Divination

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 target's size

Duergar 2nd level Transmutation

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Enlarge/Reduce [2/2]

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of powdered iron

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).

Duergar 2nd level Transmutation

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 target's size

Fairy 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

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).

Fairy 2nd level Transmutation

Gust of Wind

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV S M
  • durationConcentration up to 1 minute

a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor and it extinguishes candles torches and similar unprotected flames in the area. It causes protected flames such as those of lanterns to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends you can change the direction in which the line blasts from you.

Triton 2nd level Evocation

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 1 hour

an eyelash encased in gum arabic

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.

Duergar 2nd level Illusion

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist you teleport up to 30 feet to an unoccupied space that you can see.

Githyanki 2nd level Conjuration

Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV M
  • durationConcentration up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself throw itself onto a spear immolate itself or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires the activity isn't

Yuan-ti 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV M
  • durationConcentration up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

performed.
If you or any of your companions damage the target the spell ends.

Yuan-ti 2nd level Enchantment

Wall of Water

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 10 minutes

a drop of water

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long 10 feet high and 1 foot thick or you can make a ringed wall up to 20 feet in diameter 20 feet high and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed the wall's water doesn't fill it.

Triton 3rd level Evocation

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Animal Friendship

  • casting time1 action
  • range30 feet

  • componentsV S M
  • duration24 hours

a morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher the spell fails. Otherwise the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target the spell ends.
At Higher Levels: When you cast this spell using a 2nd level spell slot or higher you can affect one additional beast for each slot level above 1st.

Yuan-Ti 1st level Enchantment

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 blue green or violet 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.

Drow 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 blue green or violet 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.

Fairy 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.

Tiefling 1st level Evocation

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.

Hexblood 1st level Enchantment

Produce Flame

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame although doing so ends the spell. When you cast this spell or as an action on a later turn you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Fire Genasi Conjuration cantrip

Burning Hands

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV S
  • durationInstantaneous

As you hold your hands with thumbs touching and fingers spread 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 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 the damage increases by 1d6 for each slot level above 1st.

Fire Genasi 1st level Evocation

Shape Water

  • casting time1 action
  • range30 feet

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times,you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Water Genasi Transmutation cantrip

Create or Destroy Water

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You either create or destroy water.
Create Water: You create up to 20 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 35-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 20 gallons of water in an open container within range. Alternatively, you destroy fog in a 35-foot cube within range.

Water Genasi 1st level Transmutation

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