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Spiny Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV, S, M
  • duration1 round

a small quill

An ethereal barrier of spikes, made of magical force, interposes itself between you and an attacker. Until your next turn, when you are hit by a melee attack, the barrier reduces the damage you are dealt by 2d4, and deals the same amount of piercing damage to the attacker. The shield is ineffective against ranged attackers, but still provides a +2 bonus to AC (treat as half cover) against them for the duration.
At Higher Levels: When you cast this spell using a spell slot above 1st level, increase the spell's effect by an additional 1d4 for every slot level above 1st.

HWCS 1st level Abjuration

Veil of Dusk

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a pinch of soot

You incant towards a creature, cloaking them in a shadowy veil of darkness and silence. The target gains a +1 bonus to their armor class and makes Stealth checks with advantage for the duration of the spell.

HWCS 1st level Abjuration

Feathered Reach [1/2]

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • duration1 minute

a small feather

You transform your arms into powerful wings, and your fingers into long, graceful feathers. The effects of this spell last 1 minute, at which point the feathers gradually fall out, causing you to float gently to the ground as your arms return to their original form. This spell confers a number of benefits upon the caster:

• As a bonus action, you can fly up to double your movement speed. You must land once you finish your movement, although you do not take fall damage while this spell is active, as your feathered arms bear you gently to the ground.
• You can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can do this once during your turn and may use it in conjunction with a regular jump.
• When falling, you can use your reaction to stiffen your arms, and glide on the wind. You may fly up to your movement speed, in any direction, choosing where you land.
• You gain advantage on all Athletics checks used to make a long or high jump. You do not need

HWCS 3rd level Transmutation

Feathered Reach [2/2]

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • duration1 minute

a small feather

to move 10 feet before you jump to gain distance, and you triple the distance you would jump normally.
In order to benefit from this spell your hands must be free of shields and heavy weapons, and you cannot be encumbered.

HWCS 3rd level Transmutation

Freedom of the Waves

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a strand of wet hair

ou conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.
If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.

TDCSR 3rd level Conjuration

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