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Alluring Illusion

  • casting time1 minute
  • rangesight

  • componentsV
  • duration1 hour

Select any creature that you can see. The creature makes a Wisdom saving throw. If the saving throw fails, for the duration of the spell, you appear exceptionally beautiful to that creature. Said creature can be any humanoid. The creature selected gets -3 on attack rolls against you, and you get +3 when performing a diplomacy check against the creature. The creature may try to flirt with you, or it may not. It is the DM's choice. The spell ends after an hour or when you attack the creature.Select any creature that you can see. The creature makes a Wisdom saving throw. If the saving throw fails, for the duration of the spell, you appear exceptionally beautiful to that creature. Said creature can be any humanoid. The creature selected gets -3 on attack rolls against you, and you get +3 when performing a diplomacy check against the creature. The creature may try to flirt with you, or it may not. It is the DM's choice. The spell ends after an hour or when you attack the creature.

Wizard 1st level Illusion

Create Clockwork Familiar [1/2]

  • casting time4 hours
  • range10 feet

  • componentsV,S,M
  • durationInstantaneous

Requires metals costing 100 GP

You gain the service of a familar a spirit that inhabits a clockwork shell of your making. The clockwork familiar can take the form of any of the following: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, fish, rat, raven, sea horse, spider, or weasel. The familiar has the statistics of the chosen form, though it is classified as a construct instead of a beast and its AC increases by 1. Familiars with fly speed or swim speed cost an extra 25 gp to create and take an additional 2 hours of casting time. Once you have created a clockwork familiar in this way, creation of a secondary clockwork familiar costs half the gold and time.
Your familiar acts independently of you, but it always obeys your commands. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it breaks, leaving scrap metal equal to 1/4 its original cost. You can rebuild it through another casting of the spell.
While your familiar is within 100 feet of you, you can communicate with it

Wizard 1st level Transmutation

Create Clockwork Familiar [2/2]

  • casting time4 hours
  • range10 feet

  • componentsV,S,M
  • durationInstantaneous

Requires metals costing 100 GP

telepathically. Additionally, as an action, you can see through your clockwork familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the clockwork familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your clockwork familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one clockwork familiar at a time.
Finally, when you cast a spell with a range of touch, your clockwork familiar can deliver the spell as if it had cast the spell. Your clockwork familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Wizard 1st level Transmutation

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