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Sorcerer or a thin sheet of lead., Dragon's Breath,PHB'24,266,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Touch,V, S, M (a hot pepper),Sorcerer, Wizard,,You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one., Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Earth Tremor,XGE,155,1st,Action,Instantaneous,Evocation,10 feet,V, S,Bard, Bard, Druid, Druid, Sorcerer, Sorcerer, Wizard, Wizard,,You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand., 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. Erupting Earth,XGE,155,3rd,Action,Instantaneous,Transmutation,120 feet,V, S, M (a piece of obsidian),Druid, Druid, Sorcerer, Sorcerer, Wizard, Wizard,,Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Fire Bolt,PHB'24,274,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried., Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Fireball,PHB'24,274,3rd,Action,Instantaneous,Evocation,150 feet,V, S, M (a ball of bat guano and sulfur),Sorcerer, Wizard,,A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.Flammable objects in the area that aren't being worn or carried start burning., Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3. Flame Blade,PHB'24,275,2nd,Bonus,Concentration, up to 10 minutes,Evocation,Self,V, S, M (a sumac leaf),Druid, Sorcerer,,You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet., Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Ice Knife,PHB'24,287,1st,Action,Instantaneous,Conjuration,60 feet,S, M (a drop of water or a piece of ice),Druid, Sorcerer, Wizard,,You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage., Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1. Maximilian's Earthen Grasp,XGE,161,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a miniature hand sculpted from clay),Sorcerer, Sorcerer, Wizard, Wizard,,You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either., Mending,PHB'24,297,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),Artificer, Bard, Cleric, Druid, Sorcerer, Wizard,,This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.This spell can physically repair a magic item, but it can't restore magic to such an object., Mold Earth,XGE,162,Cantrip,Action,Instantaneous or 1 hour (see below),Transmutation,30 feet,S,Druid, Druid, Sorcerer, Sorcerer, Wizard, Wizard,,You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 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., Ray of Frost,PHB'24,311,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,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., Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). Thunderclap,PHB'24,333,Cantrip,Action,Instantaneous,Evocation,Self (5-foot emanation),S,Artificer, Bard, Druid, Sorcerer, Warlock, Wizard,,Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away., Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Thunderwave,PHB'24,334,1st,Action,Instantaneous,Evocation,Self (15-foot cube),V, S,Bard, Druid, Sorcerer, Wizard,,You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet., Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Burning Hands,PHB'24,248,1st,Action,Instantaneous,Evocation,Self (15-foot cone),V, S,Sorcerer, Wizard,,A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.Flammable objects in the Cone that aren't being worn or carried start burning., Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1. Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self (30-foot radius),V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Burning Hands,PHB'24,248,1st,Action,Instantaneous,Evocation,Self (15-foot cone),V, S,Sorcerer, Wizard,,A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.Flammable objects in the Cone that aren't being worn or carried start burning., Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1. Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self (30-foot radius),V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood