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Eldritch Blast

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock p.267 Evocation Cantrip

Guidance

  • casting timeAction
  • rangeTouch

  • componentsV, S, C
  • durationUp to 1 minute

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Cleric p.282 Divination Cantrip

Prestidigitation

  • casting timeAction
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

- Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
- Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
- Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Warlock p.307 Transmutation Cantrip

Word of Radiance

  • casting timeAction
  • range5 feet

  • componentsV
  • durationInstantaneous

Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.

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

Cleric p.343 Evocation Cantrip

Armor of Agathys

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S, M
  • 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.

Warlock p.243 1st Level Abjuration

Arms of Hadar

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10ft Emanation originating from you makes a Str 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.

Warlock p.243 1st Level Conjuration

Bane

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationUp 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 taret one additional creature for each spell slot above 1.

Warlock p.245 1st Level Enchantment

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.

Warlock p.249 1st Level Enchantment

Command

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from the following options:

- Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop. The target drops whatever it is holding and then ends its turn.
- Flee. The target spends its turn moving away from you by the fastest available means.
- Grovel. The target has the Prone condition and then ends its turn.
- Halt. On its turn, the target doesn't move and takes no action or Bonus Action.

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

Cleric p.251 1st Level Enchantment

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Comprehend Languages

  • casting timeAction/Ritual
  • rangeSelf

  • componentsV, S, M, R
  • 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 minutes to read one page of text. This spell doesn't decode symbols or secret messages.

Warlock p.252 1st Level Divination

Detect Magic

  • casting timeAction/Ritual
  • rangeSelf

  • componentsV, S, C, R
  • durationUp to 10 minutes

For the duration, you sense the presence of magical effects within 30 ft 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 p.262 1st Level Divination

Expeditious Retreat

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S, C
  • durationUp to 10 minutes

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

Warlock p.270 1st Level Transmutation

Hellish Rebuke

  • casting timeReaction*
  • range60 feet

  • componentsV, S
  • durationInstantaneous

*Reaction which you take in response to taking damage from a creature that you can see within 60 feet of yourself.

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 Higher-Level Spell Slots. The damage increases by 1d10 for each spell slot level above 1.

Warlock p.284 1st Level Evocation

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