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Motivational Speech

  • casting time 1 Minute
  • range 60 ft

  • components V
  • duration 1 Hour


You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Enchantment 3rd

Fast Friends

  • casting time 1 action
  • range 30 ft

  • components V,S
  • duration Concentration, up to 1 hour

When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Enchantment 3rd level

Macabra facsimile [1/2]

  • casting time 1 action
  • range 60 ft

  • components VSM
  • duration Concentration up to 1 hour

This spell transforms an undead creature under your control with at least 1 hit point that you can see within range into a new form, an undead perversion of a beast with which you are familiar.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The new form still takes commands as it would

Wizard 4th Level Spell

Macabra facsimile [2/2]

  • casting time 1 action
  • range 60 ft

  • components VSM
  • duration Concentration up to 1 hour

normally, but using the senses of the new form.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Wizard 4th Level Spell

HELLISH REBUKE

  • casting time 1 reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

(Once per long rest) You reach out your hand and the creature that damaged you is engulfed in a cloud of toxic spores. The creature must make a Dexterity saving throw. It takes 3d10 Poison damage on a failed save, or half as much damage on a successful one.


Racial Ability 2nd level Evocation

Inflict Rot

  • casting time 1 Action
  • range Touch

  • components V,S
  • duration 1 Minute

You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to overgrow with fungus, mushrooms, and molds, as it decomposes into compost.

Odd mushrooms and herbs may grow from the corpse in this time.

Applicable requirements for resurrection or reanimation are unaffected by this decomposition.

Necromancy Cantrip

Undead Assemblage [1/2]

  • casting time 1 action
  • range 60 feet

  • components V,S,M
  • duration 1 Hour

one or more medium-sized corpses

You create a moving mechanism or object by temporarily animating various corpse parts. The magic brings them together using bones as a frame and muscle and sinew for moving parts. You must target one medium-sized corpse and can create a machine no larger than a 5-ft cube. Common contraptions might include a small crane, a plow, a moving chair, a moving chest, a small ballista, or parts for a larger machine. When the spell ends, the machine falls limp and can no longer move of its own accord. The machine has a Strength score of 13 and 22 hit points while it persists.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the maximum size of the machine or object by 5 ft. per spell slot above 1st. When you do, you must target larger or additional corpses. Each 5-foot cube that you create requires one medium-sized corpse. Larger corpses count for a number of 5-foot cubes equal to the spaces they occupy. For instance, a Large corpse counts for four 5-foot cubes of matter. Larger

Necromancer 1st-level necromancy

Undead Assemblage [2/2]

  • casting time 1 action
  • range 60 feet

  • components V,S,M
  • duration 1 Hour

one or more medium-sized corpses

contraptions have greater strength and hit points. Each 5-foot section increases the total hit points of the overall machine by 10 and adds 1 point of Strength

Necromancer 1st-level necromancy

Reckless Attack

  • casting time Free Action
  • range

  • components None
  • duration 1 Attack

You may attack recklessly on your first
attack each turn. You gain advantage on melee weapon
attack rolls using Strength this turn, but attack rolls
against you have advantage until your next turn.


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Rage

  • casting time Bonus Action
  • range

  • components None
  • duration 1 min*

While raging, you gain the following benefits if you
aren’t wearing heavy armor:
• Advantage on Strength checks and saving throws.
• When making melee weapon attacks with Strength,
add bonus damage as per the Barbarian table.
• Resistance to bludgeoning, piercing, and slashing.
• You are unable to cast spells or concentrate on them.
Rage lasts 1 minute. Ends early if incapacitated, or
if your turn ends and you haven’t attacked a hostile
creature or taken damage since your last turn. You can
also end it on your turn as a bonus action.
You have a limited number of rages, as shown on the
Barbarian table. You regain all your rages when you
finish a long rest.

Danger Sense

  • casting time Saving Throw
  • range

  • components
  • duration Instant

You have advantage on Dexterity saving
throws against effects you can see, such as traps
and spells. To gain this benefit, you can’t be blinded,
deafened, or incapacitated.

Path of the Totem Warrior: Wolf

  • casting time During Rage
  • range 5 ft

  • components
  • duration

While raging, your allies have advantage on
melee attack rolls against any hostile creature within
5 ft of you

Attack

  • casting time 1 Action
  • range 5 ft

  • components Melee Weapon
  • duration

Perform a melee or ranged attack with your weapon

Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. Each of these attacks is a separate roll and may target different creatures. You may move in between these attacks.

When you attack with a light melee weapon, you can use a bonus action to attack with your other hand (see the Offhand attack bonus action).

Some conditions give advantage on the attack: attacks against blinded, paralyzed, petrified, restrained, stunned, or unconscious targets, melee attacks against prone targets, attacks by invisible or hidden attackers.

Some conditions give disadvantage on the attack: attacks against invisible or hidden targets, ranged attacks against prone targets, attacks by blinded, frightened, poisoned, or restrained attackers.

Dash

  • casting time 1 Action
  • range Movement Speed

  • components
  • duration 1 Action

Gain extra movement for the current turn

The increase equals your speed, after applying any modifiers.

Help

  • casting time 1 Action
  • range 5 ft

  • components
  • duration 1 Action

Grant an ally advantage on an ability check or attack
The target gains advantage on the next ability check it makes to perform the task you are helping with.

Alternatively, the target gains advantage on the next attack roll against against a creature within 5 feet of you.

The advantage lasts until the start of your next turn.

Disengage

  • casting time 1 Action
  • range

  • components
  • duration 1 Turn

Your movement doesn't provoke opportunity attacks for the rest of the turn

Shove

  • casting time 1 Action
  • range 5 ft

  • components
  • duration 1 Action

Shove a creature, either to knock it prone or push it away from you

Using the Attack action, you can make a special melee attack to shove a creature. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your shove must be no more than one size larger than you, and it must be within your reach.

You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).

If you win the contest, you either knock the target prone or push it 5 feet away from you.

Use Object

  • casting time 1 Action
  • range

  • components
  • duration


You can interact with one object during your turn such as

Drinking a potion
Opening a door
Opening a window
Moving an object
Taking an item from your backpack


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Ready Action!

  • casting time 1 Action
  • range

  • components
  • duration Triggered

Choose a trigger and a response reaction
First, you decide what perceivable circumstance will trigger your reaction.

Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it.

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.

When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration

Hide

  • casting time 1 Actioon
  • range

  • components
  • duration

Attempt to hide
You can't hide from a creature that can see you. You must have total cover, be in a heavily obscured area, be invisible, or otherwise block the enemy's vision.

If you make noise (such as shouting a warning or knocking over a vase), you give away your position.

When you try to hide, make a Dexterity (Stealth) check and note the result. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.

A creature notices you even if it isn't searching unless your Stealth check is higher than its Passive Perception.

Out of combat, you may also use a Dexterity (Stealth) check for acts like concealing yourself from enemies, slinking past guards, slipping away without being noticed, or sneaking up on someone without being seen or heard.

Opportunity Attack

  • casting time 1 Reaction
  • range Melee

  • components
  • duration


Trigger: enemy creature leaves your reach.

Make one melee attack against the provoking creature.

The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.

Creatures don't provoke an opportunity attack when they teleport or when someone or something moves them without using their movement, action, or reaction.

Creatures may take actions to avoid Opportunity attacks (Disengage)

HELLISH REBUKE

  • casting time 1 reaction
  • range RANGE 60

  • components V, S
  • duration Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.

Undead Assemblage [1/2]

  • casting time 1 action
  • range 60 feet

  • components V,S,M
  • duration 1 Hour

one or more medium-sized corpses

You create a moving mechanism or object by temporarily animating various corpse parts. The magic brings them together using bones as a frame and muscle and sinew for moving parts. You must target one medium-sized corpse and can create a machine no larger than a 5-ft cube. Common contraptions might include a small crane, a plow, a moving chair, a moving chest, a small ballista, or parts for a larger machine. When the spell ends, the machine falls limp and can no longer move of its own accord. The machine has a Strength score of 13 and 22 hit points while it persists.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the maximum size of the machine or object by 5 ft. per spell slot above 1st. When you do, you must target larger or additional corpses. Each 5-foot cube that you create requires one medium-sized corpse. Larger corpses count for a number of 5-foot cubes equal to the spaces they occupy. For instance, a Large corpse counts for four 5-foot cubes of matter. Larger

Necromancer 1st-level necromancy

Undead Assemblage [2/2]

  • casting time 1 action
  • range 60 feet

  • components V,S,M
  • duration 1 Hour

one or more medium-sized corpses

contraptions have greater strength and hit points. Each 5-foot section increases the total hit points of the overall machine by 10 and adds 1 point of Strength

Necromancer 1st-level necromancy

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