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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components 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
  • duration activate magical items

or carry more than 10 pounds. ;Bard

Cleric 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

up to 1 round;You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn

  • casting time provided that this spell hasn't ended.;Bard
  • range

Cleric you gain advantage on your first attack roll against the target

S;Instantaneous;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)

  • casting time and 17 level (4d12). ;Druid
  • range

Cleric 11th level (3d12)

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Bard

Cleric M;1 round;(A short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

S;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

  • casting time and its speed is reduced by 10 feet until the start of your next turn.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8). ;Wizard
  • duration

Cleric it takes 1d8 cold damage

S;Instantaneous;A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time three beams at 11th level
  • range 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

Cleric the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level

S;Instantaneous;You point your finger

  • casting time or half as much damage on a successful one.
    At Higher Levels 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear
  • range wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • components it takes 3d6 psychic damage and must immediately use its reaction
  • duration if available

to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

Cleric 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

you teleport up to 30 feet to an unoccupied space that you can see.;Druid (Coast)

Cleric

S

  • casting time up to 1 minute;(A sliver of glass)You fill the air with spinning daggers in a cube 5 feet on each side
  • range centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

    At Higher Levels 0;Gust;Transmutation cantrip;1 action;30 feet;V

  • components S;Instantaneous;You seize the air and compel it to create one of the following effects at a point you can see within range 0;Message;Transmutation cantrip;1 action;120 feet;V
  • duration S

M;1 round;(A short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

1 foot of stone M;Concentration

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration 0;True Strike;Divination cantrip;1 action;30 feet;S;Concentration
0;Poison Spray;Conjuration cantrip;1 action;10 feet;V 0;Poison Spray;Conjuration cantrip;1 action;10 feet;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
0;Ray of Frost;Evocation cantrip;1 action;60 feet;V 0;Ray of Frost;Evocation cantrip;1 action;60 feet;V
0;Eldritch Blast;Evocation cantrip;1 action;120 feet;V 0;Eldritch Blast;Evocation cantrip;1 action;120 feet;V
1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V 1;Hellish Rebuke;1st level Evocation;1 reaction;60 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
2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V 2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V

S;Instantaneous;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

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

    At Higher Levels 1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

    At Higher Levels 1;Longstrider;1st level Transmutation;1 action;Touch;V

  • components S
  • duration M;1 hour;(A pinch of dirt)You touch a creature. The target's speed increases by 10 feet until the spell ends.

    At Higher Levels 2;Aid;2nd level Abjuration;1 action;30 feet;V

S

1 foot of stone a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Druid (Underdark)(Forest)(Mountain)

1 foot of stone M;Concentration

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ;Bard

1 foot of stone M;1 round;(A short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence

S;Up to 1 hour;This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

1 foot of stone harmless sensory effect

S

  • casting time 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
  • range the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

    At Higher Levels 1;Cure Wounds;1st level Evocation;1 action;Touch;V

  • components S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

    At Higher Levels 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only 1 creature of your choice within range can hear
  • duration wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

it takes 3d6 psychic damage and must immediately use its reaction

if available M;Concentration

S;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

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels 2;Knock;2nd level Transmutation;1 action;60 feet;V;Instantaneous;Choose an object that you can see within range. The object can be a door
  • duration a box

a chest

a set of manacles a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Instantaneous;You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.;Cleric

a set of manacles

1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
1;Bane;1st level Enchantment ;1 action;30 feet;V 1;Bane;1st level Enchantment ;1 action;30 feet;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
0;Spare the Dying;Necromancy cantrip;1 action;Touch;V 0;Spare the Dying;Necromancy cantrip;1 action;Touch;V