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JALLARZI'S STORM OF RADIANCE

  • casting time Action
  • range 120 feet

  • components V,S,M
  • duration Concentration, up to 1 minute

a pinch of phosphorus

You unleash a storm of flashing light and raging
thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range.
While in this area, creatures have the Blinded and
Deafened conditions, and they can't cast spells with a Verbal component.
When the storm appears, each creature in it
makes a Constitution saving throw taking 2d10
Radiant damage and 2d10 Thunder damage on a
failed save or half as much damage on a successful
one.
A creature also makes this save when it enters
the spell's area for the first time on a turn or ends
its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The Radiant and
Thunder damage increase by 1d10 for each spell slot level above 5.

Warlock 5th Level Evocation

SUMMON ABERRATION

  • casting time Action
  • range 90 feet

  • components V,S,M
  • duration Concentration, up to 1 hour

a pickled tentacle and an eye-ball in a platinum-inlaid vial worth 400+ GP

You call forth an aberrant spirit.
It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad.
The creature resembles an Aberration of that kind,
which determines certain details in its stat block.
The creature disappears when it drops to 0 Hit
Points or when the spell ends.
The creature is an ally to you and your allies.
In combat, it shares your Initiative count, but it takes
its turn immediately after yours. It obeys your verbal commands (no action required by you).
If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot's
level for the spell's level in the stat block.

Warlock 4th Level Conjuration

CHARM MONSTER

  • casting time Action
  • range 30 feet

  • components V,S
  • duration 1 hour

One creature you can see within range makes a
Wisdom saving throw.
It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you, Using a Higher-Level Spell Slot.
You can target one additional creature for each spell slot level above 4.

Warlock 4th Level Enchantment

SUMMON UNDEAD

  • casting time Action
  • range 90 feet

  • components V,S,M
  • duration Concentration, up to 1 hour

a gilded skull worth 300+ GP

You call forth an Undead spirit. It manifests in an
unoccupied space that you can see within range
and uses the Undead Spirit stat block. When you
cast the spell, choose the creature's form: Ghostly,
Putrid, or Skeletal. The spirit resembles an Undead
creature with the chosen form, which determines
certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
spell ends.
The creature is an ally to you and your allies. In
combat, the creature shares your Initiative count,
but it takes its turn immediately after yours. It
obeys your verbal commands (no action required
by you). If you don't issue any, it takes the Dodge
action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's
level for the spell's level in the stat block.

Warlock 3rd Level Necromancy

SUMMON FEY

  • casting time Action
  • range 90 feet

  • components V,S,M
  • duration

a gilded flower worth 300+ GP

You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies.
In combat, the creature shares your Initiative count,
but it takes its turn immediately after yours.
It obeys your verbal commands (no action required
by you).
If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot's
level for the spell's level in the stat block.

Warlock 3rd Level Conjuration

MIND SPIKE

  • casting time 1 Action
  • range 120 feet

  • components S
  • duration Consentration, upto 1 hour

You drive a spike of psionic energy into the mind of
one creature you can see within range.
The target makes a Wisdom saving throw taking 3d8 Psychic damage on a failed save or half as much damage on a successful one.
On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.

Using a Higher-Level Spell §lot The damage increases by 1d8 for each spell slot level above 2.

Warlock 2nd Level Divination

SPEAK WITH ANIMALS

  • casting time 1 Action or Ritual
  • range Slef

  • components V,S
  • duration 10 mins

For the duration, you can comprehend and verbally
communicate with Beasts, and you can use any of
the Influence action's skill options with them.

Most Beasts have little to say about topics that
don't pertain to survival or companionship, but at
minimum, a Beast can give you information about
nearby locations and monsters, including whatever
it has perceived within the past day.

Warlock 1st Level Divination

DETECT MAGIC

  • casting time Action or Ritual
  • range Slef

  • components V,S
  • duration Concentration, up to 10 min

For the duration, you sense the presence of magical
effects within 50 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, 1 inch of metal, or a thin sheet of lead.

Warlock 1st Lvl Divination

BANE

  • casting time 1 action
  • range 30 feet

  • components V,S,M
  • duration Consentration up to 1 min

a drop of blood

Up to three creatures of your choice that you can
see within range must each make a Charisma saving
throw.

Whenever a target that fails this save makes
an attack roll or a saving throw before the spell
ends, the target must subtract 1d4 from the attack
roll or save.

Using a Higher-Level Spell Slot. You can target one
additional creature for each spell slot level above 1.

Warlock 1st Lvl Enchantment

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TOLL OF THE DEAD

  • casting time 1 Action
  • range 60 feet

  • components V,S
  • duration Instantaneous

You point at one creature you can see within range,
and the single chime of a dolorous bell is audible
within 10 feet of the target.
The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage.
If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgtade. The damage increases by one
die when you reach levels 5 (2d8 or 2d12),11(3d8 or
3d12), and 17 (4dB or 4d12).

Warlock Necromancy Cantrip

THUNDERCLAP

  • casting time 1 action
  • range Slef

  • components S
  • duration Instantaneous

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), and17 (4d6).

Warlock Evocation Cantrip

MIND SLIVER

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You try to temporarily sliver the mind of one creature you can see within range.
The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Cantrip Upgrade. The damage increases by 1d6
when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Warlock Enchantment Cantrip

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