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Acrid Orb

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a vial of stomach acid and a pinch of sulfate)
  • durationInstantaneous

You create an orb of acid gel and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 acid damage. Whether the attack hits or misses, the orb explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 acid damage.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the exploding acid damage increases by 1d6 for each slot level above 1st.

Bard Level 1 Evocation

Armor of Agathys

  • casting timeBonus
  • rangeSelf

  • componentsV, S, M (a shard of blue glass)
  • duration1 hour

Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

Bard Level 1 Abjuration

Arms of Hadar

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Bard Level 1 Conjuration

Bane

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a drop of blood)
  • durationConcentration, up to 1 minute

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.

Bard Level 1 Enchantment

Boil Blood

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A willing target takes Fire damage equal to a roll of the expended Hit Point Die. If the target has the Poisoned condition, that condition immediately ends.

Bard Level 1 Transmutation (Sangromancy)

Charm Person

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 hour

One Humanoid 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 1.

Bard Level 1 Enchantment

Comprehend Languages

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a pinch of soot and salt)
  • duration1 hour

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.

Bard Level 1 Divination (ritual)

Creeping Touch

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You detach your hand at the wrist, transforming it into a Spider. While the spider is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Magic action, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you have no awareness of your own surroundings.If the spider is killed or doesn't return to you before the spell ends, your hand is restored, but you take 1d6 Psychic damage. As a Bonus Action, you can command the spider to return to you. Once it arrives, it reattaches as your hand and the spell ends.

Bard Level 1 Transmutation

Crimson Lash

  • casting timeBonus
  • rangeSelf

  • componentsS
  • duration1 minute

As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A writhing lash of coagulated blood springs from your hand with the following properties:It counts as a Simple weapon with which you are proficient.It has the Light, Finesse, and Reach properties.You can use your spellcasting ability modifier instead of your Strength or Dexterity modifier for the attack and damage rolls with this weapon.Its damage die is the same as the Hit Point Die expended to cast the spell, and the damage dealt is Necrotic.Each time a creature takes damage from this weapon, its Hit Point maximum decreases by an amount equal to the damage taken.Using a Higher-Level Spell Slot. If you cast this spell using a level 3-4 spell slot, you can make two weapon attacks with this weapon when you take the Attack action. If you use a level 5+ spell slot, you can make three weapon attacks with this weapon when you take the Attack action.

Bard Level 1 Conjuration (Sangromancy)

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Detect Magic

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

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

1 inch of metal Level 1 Divination (ritual)

Distort Value

  • casting time1 Min.
  • rangeTouch

  • componentsV
  • duration8 hours

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.

1 inch of metal Level 1 Illusion

Expeditious Retreat

  • casting timeBonus
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.

1 inch of metal Level 1 Transmutation

Hellish Rebuke

  • casting timeReaction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

1 inch of metal Level 1 Evocation

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