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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

Hex

  • casting timeBonus Action
  • range90 feet

  • componentsV, S, M, C
  • durationUp to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours)

Warlock p.285 1st Level Enchantment

Illusory Script

  • casting time1 minute/Ritual
  • rangeTouch

  • componentsS, M
  • duration10 days

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.

If the spell is dispelled, the original script and the illusion both disappear.

A creature that has Trusight can read the hidden message.

Warlock p.288 1st Level Illusion

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

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

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.

The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Warlock p.309 1st Level Abjuration

Speak with Animals

  • casting timeAction/Ritual
  • rangeSelf

  • componentsV, S, R
  • duration10 minutes

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.

Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Warlock p.318 1st Level Divination

Tasha's Hideous Laughter

  • casting timeAction
  • range30 feet

  • componentsV, S, M, C
  • durationUp to 1 minute

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.

At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.

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

Warlock p.331 1st Level Enchantment

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