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Card Toss

  • casting time1 action
  • range30 feet

  • componentsV, S, M (a playing card)
  • durationInstantaneous

You imbue a playing card with arcane energy before throwing it towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.
You can create more than one magically imbued card when you reach higher levels - two cards at 5th level, three cards at 11th level, and four cards at 17th level. You can

Sorcerer Evocation cantrip

Wizard

Sorcerer

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration (Up to 1 minute)

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Key Keeper Divination cantrip

Friends

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationConcentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Wizard Enchantment cantrip

Minor Illusion [1/2]

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 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, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, 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, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the

Wizard Illusion cantrip

Minor Illusion [2/2]

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

A bit of fleece

illusion becomes faint to the creature.

Wizard Illusion cantrip

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Wizard 1st level Enchantment

Corpse Mask

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

You touch the corpse of a humanoid creature and transform your physical appearance - including your clothing, armor, weapons, and other belongings on your person - to look like the corpse did in the minutes preceding its death. You retain all of your own ability scores, features, traits, and other abilities.
While disguised as the dead you instinctively mimic its mannerisms. Creatures familiar with the deceased humanoid can attempt to ascertain if you are, in fact, the deceased by using its action to make an Intelligence (Investigation) check against your spell save DC.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 8 hours, When you cast this spell using a spell slot of 5th level or higher, the duration increases to 24 hours.

Wizard 1st level Transmutation

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Wizard 1st level Divination

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direct the cards at the same target or at different ones. Make a separate attack roll for each card. direct the cards at the same target or at different ones. Make a separate attack roll for each card.
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Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Wizard 1st level Transmutation

Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Wizard 1st level Abjuration

Meld

  • casting time1 action
  • range60 feet

  • componentsV, S, M (three playing cards)
  • durationInstantaneous

Drawing three cards, you send them hurling towards a target within range. Make a ranged spell attack against the target. Make a separate attack roll for each card. On a hit, the target takes force damage equal to the rank on the card. If you do not have a set of playing cards, roll 1d12 for each card. (If you are using a set of playing cards and draw a joker, you deal no damage for that card).
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of cards you draw increases by 1 for each slot level above 1st.

Wizard 1st level Evocation

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Wizard 1st level Abjuration

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneous

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, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, 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, the damage increases by 1d8 for each slot level above 1st.

Wizard 1st level Evocation

Arcane Lock

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (25 gp of gold dust)
  • durationUntil dispelled

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open

Wizard 2nd level Abjuration

Elemental Empowerment

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You calm yourself and focus for a brief moment as you concentrate on elements of the arcane. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Until the spell ends, your spell attacks deal an extra 1d6 of the chosen damage type on a hit.

Wizard 2nd level Evocation

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Wizard 2nd level Illusion

Knock

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, 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, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Key Keeper 2nd level Transmutation

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