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Vampiric Aura

  • casting time 1 turn
  • range 40 ft

  • components V, F
  • duration 5 turns

(12 Blood) A dark aura surrounds you causing continuous 3d6 dmg to all enemies around you and absorbing their life energy restoring 50% dmg dealt.

Vampire

Mist Form

  • casting time 2 turns
  • range 80 ft

  • components F
  • duration 1 turn

(10 Blood) Transform into a cloud of mist, immune to damage while in mist form. Enter the targets lungs choking them and drawing their blood into a misty cloud revitalising yourself for 50% of dmg done. All targets take 4d6 suffocation dmg. The spell's damage increases by 2d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). After you reach level 10 your Mist form becomes poison mist form adding an additional 2d6 poison dmg per turn. Outside of combat may be used for travel. duration 1 hour.

Vampire Transmutation

Vampiric Gaze

  • casting time 1 action
  • range 30 ft

  • components F, S
  • duration 4 hours

(5 Blood) You gaze into the soul of your target, charming a creature you can see within range. It must make an intelligence saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

Vampire Enchanting

Summon Bats

  • casting time 1 action
  • range 30 ft

  • components V, F
  • duration 3 turns

(7 Blood) You cause a swarm of bats to appear momentarily on up to 10 creatures you can see within range. The targets must succeed on an Intelligence saving throw, or it takes 2d8 piercing damage. The spell's damage increases by 2d8 when you reach 5th level (3d8), 11th level (4d8), and 17th level (5d8)

Vampire Conjuration

Intimidate

  • casting time 1 action
  • range 60 ft

  • components F, S
  • duration 2 turns

(1 Blood) You awaken the sense of mortality in one creature you can see within range. A construct is immune to this effect. The target must succeed on a Intelligence 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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Vampire Enchanting

Infestation

  • casting time 1 action
  • range 30 ft

  • components V, F
  • duration Instant

(2 Blood) You cause a cloud of mites, mosquitoes, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north: 2, south: 3, east: or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Vampire Conjuration

Blood Daggers

  • casting time 1 action
  • range 40 ft

  • components 5 Blood
  • duration Instant

(V, F) Cut yourself with your claws. Focus your blood into shard blades.

You hurl the blades of blood. Up to 5 creatures within range that are within 5 feet of each other are pierced. A target must succeed on a Dexterity saving throw or take 1d12 piercing damage.
This spells damage increases by 1d12 when you reach 5th Level (2d12), 11th level (3d12) and 17th level (4d12).

Vampire Conjuration

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