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Earth Tremor

  • casting time 1 action
  • range 10 ft

  • components
  • duration Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Evocation

Annoy

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Up to 1 hour

You weave magic around a creature to make their day just a little bit worse. You create one of the following effects within range:
-You create an instantaneous, harmless sensory effect, such as an undignified sound, the impression of someone touching a shoulder, a screeching musical note, or a foul smelling odor.
-You can flash in the mind of a humanoid within range an embarrassing memory of theirs. You don't know what the memory is.
-You can change the color of an item or piece of clothing.
-You can warm up a 5 ft cube just enough to make it uncomfortable, or make both sides of a pillow warm for the duration.
-You can render an item of your choice moist for up to 1 hour.
If you cast this spell multiple times, you can have up to 3 effects active at a time.

Cleric (Trickster) Evocation

Thunderclap

  • casting time 1 action
  • range 5 feet

  • components S
  • duration Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Evocation

Blindness/Deafness

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Necromancy

Bestow Curse [1/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration C, Up to 1 min

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is

Bard, Cleric, Wizard Necromancy

Bestow Curse [2/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration C, Up to 1 min

dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.

Bard, Cleric, Wizard Necromancy

Incite Greed

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration C, up to 1 min

a gem worth at least 50 gp

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Cleric, Sorcerer, Warlock, Wizard Enchantment

Mind Sliver

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sorcerer, Warlock, Wizar Enchantment

Sacred Flame

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Cleric Evocation

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