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Braiteog Buair (Guardian Coil)

  • casting time 1 Reaction
  • range 10 Feet

  • components N/A
  • duration Instant

(10 ft range, -1d8) Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Pronounced: Brat-toe-guh / Boo-er

Siren Sorlock Class Feature (Summoning)

Sprais Nimh (Poison Spray)

  • casting time 1 Action
  • range 10 Feet

  • components Verbal, Somatic
  • duration Instantaneous

(Attack/Save: Con 17, 2d12 Poison) 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), 11th level (3d12), and 17th level (4d12).

Pronounced: S-prash / Niv

Siren Sorlock Attack Spell

Tonnta ag Splancadh (Acid Splash)

  • casting time 1 Action
  • range 60 Feet

  • components Verbal, Somatic
  • duration Instantaneous

(Attack/Save: DEX 17, 2d6 Acid Damage) You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a DEX saving throw or take 1d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Pronounced: Tah-non-t / Egg / S-bloughnk-kite

Siren Sorlock Attack Spell

Slisne Aigne (Mind Sliver)

  • casting time 1 Action
  • range 60 Feet

  • components Verbal
  • duration Instant

(Attack/Save: INT 17, 2d6 Psychic Damage) You drive a disorienting spike of psychic energy into the mind of one creature you can see within range.

The target must succeed on an INT saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Pronounced: Shlish-nay / Ag-neh

Siren Sorlock Attack Spell

Siocdhóite (Frostbite)

  • casting time 1 Actuon
  • range 60 Feet

  • components Verbal, Somatic
  • duration Instant

(Attack/Save: Con 17, 2d6 Cold) You cause numbing frost to form on one creature that you can see within range. The target must make a CON saving throw.

On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Pronounced: Shi-Kodt-tay

Siren Sorlock Attack Spell

Soinneáin Draíochta (Eldritch Blast)

  • casting time 1 Action
  • range 120 Feet

  • components Verbal, Somatic
  • duration Instant

(+9 to Hit, 1d10+5 Force Damage (x2)) A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, 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.

Pronounced: Sei-nawn / Dree-act-ta

Siren Sorlock Attack Spell

Séideán (Gust)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration Instant

(Attack/Save: STR 17) You seize the air and compel it to create one of the following effects at a point you can see within range:

-1 Medium or smaller creature that you choose must succeed on a STR saving throw or be pushed up to 5 feet away from you.
-You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
-You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Pronounced: Shay-dawn

Siren Sorlock Utility Spell (Interaction)

Armúr Draíochta (Mage Armor)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration 8 Hours

(Materials: 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 DEX modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Pronounced: Arra-mur / Dree-ach-ta

Siren Sorlock Defensive Spell

Cruth Uisce (Shape Water)

  • casting time 1 Action
  • range 30 ft/5 ft cube

  • components Somatic
  • duration Instant

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

-You instantaneously move or otherwise change the flow of the water as you direct, up to 5 ft in any direction. This movement doesn't have enough force to cause damage.
-You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
-You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
-You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
---If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Pronounced: Croot / Ish-kay

Siren Sorlock Utility Spell (Interaction)

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Codladh (Sleep)

  • casting time 1 Action
  • range 90 Ft / 20 ft sphere

  • components Verbal, Somatic
  • duration 1 Minute

(Materials: a pinch of fine sand, rose petals, or a cricket) This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell affects. Creatures within 20 ft of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
-Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Pronounced: Call-uh

Siren Sorlock Crowd Control

Díghlasáil (Unlock Door)

  • casting time 1 Action
  • range 60 feet

  • components Verbal
  • duration Instant

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.

Pronounced: Deeg-las-oil

Siren Sorlock Utility Spell (Interaction)

Aoire Intinne (Mind Whip)

  • casting time 1 Action
  • range 90 Feet

  • components Verbal
  • duration 1 Round

(Attack/Save: INT 17) You psychically lash out at one creature you can see within range. The target must make an INT saving throw.
-On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn.
-Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action, it gets only one of the three.
---On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

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. The creatures must be within 30 feet of each other when you target them.

Pronounced: Ear-rah / Een-teh-nay

Siren Sorlock Attack Spell

Braiteog (Tentacle)

  • casting time 1 Bonus Action
  • range 60 Feet

  • components +9 to hit
  • duration 1 Minute

(10 ft range, 1d8 + 5 Cold Damage) You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it (1 bonus action). On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle 4 times, and you regain all expended uses when you finish a long rest.

Pronounced: Brat-toe-guh

Siren Sorlock Class Feature (Summoning)

Seachrán (Hypnotic Pattern)

  • casting time 1 Action
  • range 120 Ft / 30 Ft Cube

  • components Somatic
  • duration 1 Min

(Materials: a glowing stick of incense or a phosphorescent vial, WIS Save 17) You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes.

Each creature in the area who sees the pattern must make a WIS saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Pronounced: Shugh-ron

Siren Sorlock Crowd Control

Frithluail (Counterspell)

  • casting time 1 Reaction
  • range 60 Feet

  • components Somatic
  • duration Instant

You attempt to interrupt a creature in the process of casting a spell.

-If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect.
-If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level.
---On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Pronounced: Frieth-loo-ell

Siren Sorlock Defensive Spell

Flichshneachta (Sleet Storm)

  • casting time 1 Action
  • range 150 ft / 40 ft cylinder

  • components Verbal, Somatic
  • duration 1 Min

(Materials: a pinch of dust and drops of water, Dex Save 17) Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a DEX saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful CON saving throw against your spell save DC or lose concentration.

Pronounced: Fleek-knocked-tuh

Siren Sorlock Crowd Control

Sióg Lios (Magic Circle)

  • casting time 1 Hour
  • range 10 ft / 10 ft Cylinder

  • components Verbal, Somatic
  • duration 1 Hour

(Materials: Holy water or powdered silver, iron, Cha Save 17) You create a 10 ft x 20 ft cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a CHA saving throw.
The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Pronounced: Shee-owe-g / Liss

Siren Sorlock Crowd Control

Moladh (Suggestion)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal
  • duration 8 Hours

(Materials: a snake's tongue and either a bit of honeycomb or a drop of sweet oil, WIS Save 17) You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself or do some other obviously harmful act ends the spell.
The target must make a WIS saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her war-horse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.
Pronounced: Maul-uh

Siren Sorlock Utility Spell (Influence)

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Gnaíúil (Charm Person)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration 1 Hour

(Attack/Save: Wis 17) You attempt to charm a humanoid you can see within range. It must make a WIS 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.

Pronounced: Gree-you-il

Siren Sorlock Utility Spell (Influence)

Léigh Aigne (Detect Thoughts)

  • casting time 1 Actoin
  • range Self

  • components Verbal, Somatic
  • duration Concetrate: 1 Min

(Wis Save 17, Pronounced: Lake / Ag-nuh) You can read the thoughts of certain creatures around. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature within 30 ft of you. If what you choose has an INT of 3 or lower or doesn't speak, they're unaffected. You learn the surface thoughts of the creature - what's most on its mind in that moment. As an action, you can either shift your attention to another's thoughts or attempt to probe deeper into the same mind. If you probe, the target must make a WIS save throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. The target knows that you are probing into its mind, unless you shift your attention to another's thoughts, the creature can use its action on its turn to make an INT check contested by yours to end the spell. Questions verbally directed at the target creature shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

Siren Sorlock Utility Spell (Influence)

Treoir (Guidance)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration 1 Min

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.

Pronounced: trow-ir

Siren Sorlock Utility Spell (Influence)

Timireacht (Message)

  • casting time 1 Action
  • range 120 Feet

  • components Verbal, Somatic
  • duration 1 Round

(Materials: 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, 1 inch of common metal, a thin sheet of lead, 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.

Pronounced, Tim-eh-Rockt

Siren Sorlock Utility Spell (Influence)

Soilse Rince (Dancing Lights)

  • casting time 1 Action
  • range 120 Feet

  • components Verbal, Somatic
  • duration Concentration: 1 min

(Materials: a bit of phosphorus, wychwood, or glowworm) You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Pronounced: Soy-sha / Rink-ay

Siren Sorlock Utility Spell (Exploration)

Cairde (Friends)

  • casting time 1 Action
  • range Self

  • components Somatic
  • duration Concentration: 1 min

(Materials: a small amount of makeup applied with the spell) 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.

Pronounced: Cord-eh

Siren Sorlock Utility Spell (Influence)

Fear Eagla (Cause Fear)

  • casting time 1 Action
  • range 60 Feet

  • components Verbal
  • duration Concentration: 1 Min

(Attack/Save: Wis 17) You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Pronounced: Fairer / Aug-la

Siren Sorlock Crowd Control

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