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jakby było jasne światło

  • casting time jakby było przyćmione światło.

    Odporność na ogień - Masz odporność na obrażenia od ognia (50% obrażeń).

    Temporal Awareness - Możesz dodać modyfikatory Inteligencji do swoich rzutów na inicjatywę.

    Reach to the Blaze - Znasz cantrip Produce flame. Znasz spelle Burning Hands
  • range Flame Blade

  • components które możesz rzucić jeden z nich raz na long rest wykorzystując tą cechę bez komponentów lub jak normalnie za komórkę czaru.

    Arcane Recovery – Raz dziennie
  • duration po short rescie

możesz zregenerowaćw wykorzystane miejsca na zaklęcia o maksymalnym łącznym poziomie połowy Twojego poziomu wizarda (maks 5lev spell);Wizard

Wizard a w ciemności

po tym jak ty lub istota

  • casting time wykonacie rzut ataku
  • range test zdolności lub rzut obronny

  • components możesz zmusić tę istotę do ponownego rzutu. Podejmujesz tę decyzję po sprawdzeniu
  • duration czy rzut się powiódł

czy nie. Cel musi wykorzystać wynik drugiego rzutu. Dwa razy na long rest.

Momentary Stasis – Od 6 poziomu

Wizard którą widzisz w promieniu 9 metrów od ciebie

water

  • casting time lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also
  • range the first time you hit with a melee attack on your next turn

  • components the target takes an extra 1d6 damage of the triggering type
  • duration and the spell ends.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the extra damage increases by 1d6 for each slot level above 1st.;Wizard

Wizard ground or air damage.

The spell captures some of the incoming energy

S;1 round;The gravity in a 3m-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save

  • casting time and its speed is halved until the end of its next turn. On a successful save
  • range a creature takes half as much damage and suffers no reduction to its speed.
    Until the start of your next turn

  • components any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st.;Wizard

Wizard a creature takes 2d8 force damage

S

  • casting time up to 1 minute;(A bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron )A 1
  • duration5m sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn 1

5m from the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save

Wizard M;Concentration

you teleport up to 9m to an unoccupied space that you can see.;Wizard

Wizard

S

  • casting time up to 10 minutes;(a leaf of sumac) You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar
  • range and it lasts for the duration. If you let go of the blade

  • components it disappears
  • duration but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit

the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

Wizard M;Concentration

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Wizard

Wizard M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 6m radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S

  • casting time up to 1 minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Concentration

0;Features & Traits [1/2];Features & Traits;;;;;Widzenie w ciemności - Widzisz w przyćmionym świetle w promieniu 18m od ciebie 0;Features & Traits [1/2];Features & Traits;;;;;Widzenie w ciemności - Widzisz w przyćmionym świetle w promieniu 18m od ciebie
0;Features & Traits [2/2];Features & Traits;;;;;Chronal Shift - Możesz magicznie sprawować ograniczoną kontrolę nad upływem czasu wokół stworzenia. W reakcji 0;Features & Traits [2/2];Features & Traits;;;;;Chronal Shift - Możesz magicznie sprawować ograniczoną kontrolę nad upływem czasu wokół stworzenia. W reakcji
1;Absorb Elements;1st level Abjuration;1 reaction;Self;S;1 round;Only when you take fire 1;Absorb Elements;1st level Abjuration;1 reaction;Self;S;1 round;Only when you take fire
1;Magnify Gravity;1st level transmutation;1 action;18m;V 1;Magnify Gravity;1st level transmutation;1 action;18m;V
2;Flaming Sphere;2nd level Conjuration;1 action;18m;V 2;Flaming Sphere;2nd level Conjuration;1 action;18m;V
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Flame Blade;2nd level Evocation;1 bonus action;Self;V 2;Flame Blade;2nd level Evocation;1 bonus action;Self;V
3;Fireball;3rd level Evocation;1 action;45m;V 3;Fireball;3rd level Evocation;1 action;45m;V
3;Haste;3rd level Transmutation;1 action;9m;V 3;Haste;3rd level Transmutation;1 action;9m;V

S;1 round;You create a ghostly

  • casting time the target takes 1d8 necrotic damage
  • range and it can't regain hit points until the start of your next turn. Until then

  • components the hand clings to the target.
    If you hit an undead target
  • duration it also has disadvantage on attack rolls against you until the end of your next turn.

    At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8)

and 17th level (4d8). ;Wizard skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit

5m cube. You affect it in one of the following ways:
• You instantaneously expand the flame 1

  • casting time provided that wood or other fuel is present in the new location.
    • You instantaneously extinguish the flames within the cube.
    • You double or halve the area of bright light and dim light cast by the flame
  • range change its color

  • components or both . The change lasts for 1 hour.
    • You cause simple shapes-such as the vague form of a creature
  • duration an inanimate object

or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times

and 17th level (4d8). ;Wizard 5m in one direction

M;1 minute;(A bit of fleece)You create a sound or an image of an object.. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound

  • casting time someone else's voice or any other sound you choose. The sound continues unabated throughout the duration
  • range or you can make discrete sounds at different times before the spell ends.
    If you create an image of an object - it must be no larger than a 1

  • components5m cube. The image can't create sound
  • duration light

smell

and 17th level (4d8). ;Wizard its volume can range from a whisper to a scream. It can be your voice

S;10 minutes;A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 3m radius and dim light for an additional 3m. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame

  • casting time or as an action on a later turn
  • range you can hurl the flame at a creature within 9m of you. Make a ranged spell attack. On a hit

  • components the target takes 1d8 fire damage.

    At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8)
  • duration 11th level (3d8)

and 17th level (4d8). ;Wizard

and 17th level (4d8). ;Wizard although doing so ends the spell. When you cast this spell

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Wizard

and 17th level (4d8). ;Wizard a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 5m cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

S

  • casting time cold
  • range fire

  • components lightning
  • duration poison

or thunder for the type of orb you create

and 17th level (4d8). ;Wizard M;Instantaneous;(A diamond worth at least 50 gp)You hurl a 10cm-diameter sphere of energy at a creature that you can see within range. You choose acid

S

  • casting time each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. ;Wizard
  • range

and 17th level (4d8). ;Wizard M;1 minute;(A bit of pork rind or butter)Slick grease covers the ground in a 3m square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears

S

  • casting time you learn its properties and how to use them
  • range whether it requires attunement to use

  • components and how many charges it has
  • duration if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell

you learn which spell created it.
If you instead touch a creature throughout the casting

you learn what spells M;Instantaneous;(a pearl worth at least 100 gp and an owl feather)You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object

S

  • casting time 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
  • range

you learn what spells M;8 hours;(A piece of cured leather)You touch a willing creature who isn't wearing armor

0;Chill Touch;Necromancy cantrip;1 action;36m;V 0;Chill Touch;Necromancy cantrip;1 action;36m;V
0;Control Flames;Transmutation cantrip;1 action;18m;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 1 0;Control Flames;Transmutation cantrip;1 action;18m;S;Instantaneous or 1 hour (see below);You choose nonmagical flame that you can see within range and that fits within a 1
0;Minor Illusion;Illusion cantrip;1 action;9m;S 0;Minor Illusion;Illusion cantrip;1 action;9m;S
0;Produce Flame;Conjuration cantrip;1 action;Self;V 0;Produce Flame;Conjuration cantrip;1 action;Self;V
1;Burning Hands;1st level Evocation;1 action;Self (5m cone);V 1;Burning Hands;1st level Evocation;1 action;Self (5m cone);V
1;Chromatic Orb;1st level Evocation;1 action;27m;V 1;Chromatic Orb;1st level Evocation;1 action;27m;V
1;Grease;1st level Conjuration;1 action;18m;V 1;Grease;1st level Conjuration;1 action;18m;V
1;Identify (ritual);1st level Divination;1 minute;Touch;V 1;Identify (ritual);1st level Divination;1 minute;Touch;V
1;Mage Armor;1st level Abjuration;1 action;Touch;V 1;Mage Armor;1st level Abjuration;1 action;Touch;V

S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels:: When you cast this spell using a spell slot of 2nd level or higher

you learn what spells the spell creates one more dart for each slot above 1st. ;Wizard

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Wizard

you learn what spells you have a +5 bonus to AC

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 5m cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 3m away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 90m.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Wizard

you learn what spells a creature takes 2d8 thunder damage and is pushed 3m away from you. On a successful save

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Wizard
  • range

you learn what spells the target takes 2d6 fire damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time up to 1 hour;(A bit of spider web)You conjure a mass of thick
  • range sticky webbing at a point of your choice within range. The webs fill a6m cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor

  • components wall
  • duration or ceiling

the conjured web collapses on itself

you learn what spells M;Concentration

the target takes 3d6 psychic damage

  • casting time on its next turn
  • range it must choose whether it gets a move

  • components an action
  • duration or a bonus action;Wizard

you learn what spells and it can't take a reaction until the end of its next turn. Moreover

1;Magic Missile;1st level Evocation;1 action;36m;V 1;Magic Missile;1st level Evocation;1 action;36m;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V
1;Thunderwave;1st level Evocation;1 action;Self (5m cube);V 1;Thunderwave;1st level Evocation;1 action;Self (5m cube);V
2;Scorching Ray;2nd level Evocation;1 action;36m;V 2;Scorching Ray;2nd level Evocation;1 action;36m;V
2;Web;2nd level Conjuration;1 action;18m;V 2;Web;2nd level Conjuration;1 action;18m;V
2;Tasha's Mind Whip;2nd-level enchantment;1 action;27m;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save 2;Tasha's Mind Whip;2nd-level enchantment;1 action;27m;V;1 round;You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save