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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

Bard 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

M; 1 minute; (A bit of fleece)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

  • casting time someone else's voice
  • range a lion's roar

  • components a beating of drums
  • duration 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 its volume can range from a whisper to a scream. It can be your voice

it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4)

muddy footprints 11th level (3d4) and 17th level (4d4).; Bard

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: When you cast this spell using a spell slot of 2nd level or higher

muddy footprints the healing increases by 1d8 for each slot level above 1st.; Bard

S; 1 hour; You make yourself

  • casting time armor
  • range weapons

  • components and other belongings on your person
  • duration 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

muddy footprints including your clothing

wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

    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.; Bard

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

the healing increases by 1d4 for each slot level above 1st.; Bard

muddy footprints

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: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st.; Bard

muddy footprints a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S; 1 minute; You weave a distracting string of words

  • casting time and if you or your companions are fighting a creature
  • range it has advantage on the save. On a failed save

  • components the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.; Bard
  • duration

muddy footprints causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically

0; Mage Hand; Conjuration cantrip; 1 action; 30 feet; V 0; Mage Hand; Conjuration cantrip; 1 action; 30 feet; V
0; Minor Illusion; Illusion cantrip; 1 action; 30 feet; S 0; Minor Illusion; Illusion cantrip; 1 action; 30 feet; S
0; Vicious Mockery; Enchantment cantrip; 1 action; 60 feet; V; Instantaneous; You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you) 0; Vicious Mockery; Enchantment cantrip; 1 action; 60 feet; V; Instantaneous; You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you)
1; Cure Wounds; 1st level Evocation; 1 action; Touch; V 1; Cure Wounds; 1st level Evocation; 1 action; Touch; V
1; Disguise Self; 1st level Illusion; 1 action; Self; V 1; Disguise Self; 1st level Illusion; 1 action; Self; V
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 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
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: When you cast this spell using a spell slot of 2nd level or higher
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: When you cast this spell using a spell slot of 2nd level or higher
1; Thunderwave; 1st level Evocation; 1 action; Self (15-foot cube); V 1; Thunderwave; 1st level Evocation; 1 action; Self (15-foot cube); V
2; Enthrall; 2nd level Enchantment; 1 action; 60 feet; V 2; Enthrall; 2nd level Enchantment; 1 action; 60 feet; V

a box

  • casting time a set of manacles
  • range a padlock

  • components or another object that contains a mundane or magical means that prevents access.
    A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked
  • duration unstuck

or unbarred. If the object has multiple locks

muddy footprints a chest

S

  • casting time up to 1 minute; (A bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M; Concentration

S; 10 minutes; You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.; Bard
  • range

and other stimuli a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

S

  • casting time 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
  • range it can make a Constitution saving throw. On a success

  • components the spell has no effect.
    If the target is a creature
  • duration 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

and other stimuli M; Concentration

S

  • casting time or until you use an action to touch the target and dismiss the spell
  • range the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated

  • components and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell
  • duration or becomes diseased or poisoned while under the spell's effect

the disease and poison have no effect until the spell ends.; Bard

and other stimuli M; 1 hour; (A pinch of graveyard dirt)You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration

S

  • casting time Consumed)When you cast this spell
  • range you inscribe a glyph that harms other creatures

  • components either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book
  • duration a scroll

or a treasure chest) to conceal the glyph. If you choose a surface

and other stimuli M; Until dispelled or triggered; (Incense and powdered diamond worth at least 200 gp

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you.; Bard

and other stimuli or one you can describe by stating distance and direction

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 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
2; Phantasmal Force; 2nd level Illusion; 1 action; 60 feet; V 2; Phantasmal Force; 2nd level Illusion; 1 action; 60 feet; V
2; Zone of Truth; 2nd level Enchantment; 1 action; 60 feet; V 2; Zone of Truth; 2nd level Enchantment; 1 action; 60 feet; V
2; Enlarge/Reduce; 2nd level Transmutation; 1 action; 30 feet; V 2; Enlarge/Reduce; 2nd level Transmutation; 1 action; 30 feet; V
3; Feign Death (Ritual); 3rd level Necromancy; 1 action; Touch; V 3; Feign Death (Ritual); 3rd level Necromancy; 1 action; Touch; V
3; Glyph of Warding; 3rd level Abjuration; 1 hour; Touch; V 3; Glyph of Warding; 3rd level Abjuration; 1 hour; Touch; V
4; Dimension Door; 4th level Conjuration; 1 action; 500 feet; V; Instantaneous; You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4; Dimension Door; 4th level Conjuration; 1 action; 500 feet; V; Instantaneous; You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see