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Inflict Wounds

  • casting time 1 action
  • range Touch

  • components V S
  • duration Instantaneous

Make a melee spell attack against a creature you can reach. On a hit the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d10 for each slot level above 1st.

Cleric 1st level Necromancy

Jump

  • casting time 1 action
  • range Touch

  • components V S M
  • duration 1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Wizard 1st level Transmutation

Magic Missile

  • casting time 1 action
  • range 120 feet

  • components V S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the spell creates one more dart for each slot above 1st.

Wizard 1st level Evocation

Ray of Sickness

  • casting time 1 action
  • range 60 feet

  • components V S
  • duration Instantaneous

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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d8 for each slot level above 1st.

Wizard 1st level Necromancy

False Life

  • casting time 1 action
  • range Self

  • components V S M
  • duration 1 hour

a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life you gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you gain 5 additional temporary hit points for each slot level above 1st.

Wizard 1st level Necromancy

Cause Fear

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration up to 1 minute

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.
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.

Wizard (XGE) 1st level Necromancy

Sapping Sting

  • casting time 1 action
  • range 30 feet

  • components V S
  • duration Instantaneous

You sap the vitality of one creature you can see in range. Th target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Wizard (EGWO Necromancy cantrip

Toll the Dead

  • casting time 1 action
  • range 60 feet

  • components V S
  • duration Instantaneous

You point at one creature you can see within range and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12) 11th level (3d8 or 3d12) and 17th level (4d8 or 4d12).

Wizard (XGE) Necromancy cantrip

Chill Touch

  • casting time 1 action
  • range 120 feet

  • components V S
  • duration 1 round

You create a ghostly skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit the target takes 1d8 necrotic damage and it can't regain hit points until the start of your next turn. Until then the hand clings to the target.
If you hit an undead target it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Wizard Necromancy cantrip

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