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Class lists

  • casting timeRange
  • rangeComponent

  • componentsDuration
  • durationDescription

Other action

Bard, Cleric, Druid, Wizard

  • casting time60 ft
  • rangeV S M (A jewel worth at least 1,000 gp, which the spell consumes)

  • components24 hours
  • durationWith this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spells duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. At Higher Levels:When you cast this spell using a spell slot of a higher level, the Duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Other 1 Hour

Artificer, Bard, Cleric, Druid, Ranger

  • casting timeTouch
  • rangeV S M

  • components1 hour
  • durationYou touch a willing creature. For the duration, the targets movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the targets speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the targets movement or attacks.

Other 1 action

Cleric

  • casting time30 ft
  • rangeV

  • components8 hour
  • durationA Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Other 1 action

Cleric

  • casting timeSelf
  • rangeV S M

  • components1 minute
  • durationYou contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings arent necessarily omniscient, so you might receive unclear as an answer if a question pertains to information that lies beyond the deitys knowledge. In a case where a one-word answer could be misleading or contrary to the deitys interests, the GM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.

Other 1 minute

Bard, Cleric, Paladin

  • casting timeTouch
  • rangeV S M

  • components1 hour
  • durationYou return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creatures soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesnt, however, remove magical diseases, curses, or similar effects

if these arent first removed prior to casting the spell, they take effect when the creature returns to life. The spell cant return an undead creature to life. This spell closes all mortal wounds, but it doesnt restore missing body parts. If the creature is lacking body parts or organs integral for its survivalits head, for instancethe spell automatically fails. Coming back from the dead is an ordeal. The target takes a ?4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Other 1 hour

Paladin, Cleric, Sorcerer, Warlock, Wizard

  • casting time60 feet
  • rangeV S M

  • componentsConcentration, Up to 1 minute
  • durationYou attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence youre on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one youre on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesnt return. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Other 1 action

Artificer, Cleric, Druid, Wizard

  • casting timeTouch
  • rangeV S M

  • componentsInstantaneous
  • durationYou touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isnt possible.

Other 1 action

Bard, Cleric, Druid, Paladin, Wizard

  • casting time60 feet
  • rangeV

  • components30 Days
  • durationYou place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that cant understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.

Other 1 minute

Name Name
Scroll of Planar Binding Scroll of Planar Binding
Scroll of Freedom of movement Scroll of Freedom of movement
Scroll of Guardian of faith Scroll of Guardian of faith
Scroll of Commune Scroll of Commune
Scroll of Raise Dead Scroll of Raise Dead
Scroll of Banishment Scroll of Banishment
Scroll of Stone Shape Scroll of Stone Shape
Scroll of Gaes Scroll of Gaes

Bard, Cleric, Druid

  • casting time60 feet
  • rangeV S

  • componentsInstantaneous
  • durationA wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the Healing increases by 1d8 for each slot level above 5th.

Other 1 action

  • components1 hour
  • durationWhen you drink this potion, you gain resistance to fire damage for 1 hour.

Other

  • components1 hour
  • durationWhen you drink this potion, you gainresistanceto frost damage for 1 hour.

Other

  • components1 hour
  • durationWhen you drink this potion, you magically emitbright lightin a 5- to 30-foot radius anddim lightfor an additional number of feet equal to the chosen radius for 1 hour. You can alter the radius as abonus action.

Other

Druid

  • casting timeSelf (10ft radius)
  • rangeV, S, M

  • components1 minute
  • durationYou emit a baleful aura which disorients creatures who approach you. Any creatures that start their turn within 10 feet of you are poisoned until the start of their next turn.

Other 1 Bonus action

Bard,Cleric,Sorcerer,Wizard

  • casting time1 mile
  • rangeV, S, M

  • componentsConcentration, upto 10 minutes
  • durationYou create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Other 10 minutes

druid, Artificer, Cleric, Paladin

  • casting timeTouch
  • rangeV, S, M

  • componentsInstantaneous
  • durationYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell cant return to life a creature that has died of old age, nor can it restore any missing body parts.

Other 1 action

  • components
  • durationWhile you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Wondrous item, uncommon(requiresattunement)

Other

  • components
  • durationWhile you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Wondrous Item, uncommon (requires attunement)

Other

Mass Cure Wounds Mass Cure Wounds
Potion of fire resistance Potion of fire resistance
Potion of frost resistance Potion of frost resistance
Potion of glowing Potion of glowing
Scroll of Venemous Aura Scroll of Venemous Aura
Scroll of Clairvoyance Scroll of Clairvoyance
Scroll of Revivify Scroll of Revivify
Slippers Of Spider Climbing Slippers Of Spider Climbing
Cloak of Elvenkind Cloak of Elvenkind

  • components
  • durationYou gain a +1 bonus to AC and saving throws while you wear this cloak.

Wondrous Item, uncommon (requires attunement)

Other

  • components
  • durationThis bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and cant be reopened.

Wondrous Item, uncommon

Other

Cloak of Protection Cloak of Protection
Bag of Holding Bag of Holding