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Ray of Sickness

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

(When Ray of Sickness hits, you'll feel like you've got the shits!) A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

Wizard Hat Necromancy

Absorb Elements

  • casting time
  • range Self

  • components S
  • duration 1 round

(Absorb Elements please protect thee from the asshole trying to blast me!) 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.

Wizard Hat Abjuration

Burning Hands

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

(I don't need no oil cans, I've got me some burning hands.) As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, 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.

Wizard Hat Evocation

Cause Fear

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

(So scared! Oh my! Oh dear! Just in time to use Cause Fear!) You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wizard Hat Necromancy

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