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Snare

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

30 feet of cord or rope, which is consumed by the spell

You use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.

The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.

Artificer, Druid, Ranger, Wizard 1st-level abjuration

Shield of Faith

  • casting time 1 bonus action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Cleric, Paladin 1st-level abjuration

Shield

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration 1 round

when you are hit by an attack or targeted by the magic missile spell you can use your reaction to make an invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Sorcerer, Wizard 1st-level abjuration

Sanctuary

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M
  • duration 1 minute

A small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Artificer, Cleric 1st-level abjuration

Protection from Evil and Good

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

Holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Artificer, Cleric 1st-level abjuration

Mage Armor

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

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 Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Sorcerer, Wizard 1st-level abjuration

Armor of Agathys

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

A cup of water

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

Warlock 1st-level abjuration

Alarm

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration 8 hours

A tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Artificer, Ranger, Wizard 1st-level abjuration (ritual)

Absorb Elements

  • casting time 1 reaction
  • range Self

  • components S
  • duration 1 round

when you take acid, cold, fire, lightning, or thunder damage, you use your reaction as the spell captures some of the incoming energy, 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, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, 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.

Artificer, Ranger, Wizard 1st-level abjuration

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Virtue

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 round

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Cleric Abjuration cantrip

Resistance

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

A miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Artificer, Cleric, Druid Abjuration cantrip

Blade Ward

  • casting time 1 acition
  • range Self

  • components V, S
  • duration 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Bard, Sorcerer, Warlock, Wizard Abjuration cantrip

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