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Hocuspocus

  • casting time 1 action
  • range 30 feet

  • components V,S
  • duration 1 minute

You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute.

• You cause all candles, torches, and other open
flames to darken and flicker.
• You create a quiet sound that originates from
a point of your choice within range, such as
ominous whispers, the drone of insects, or the
sound of crying.
• You create up to four torch-sized spectral,
glowing orbs, which float around within range.
The orbs do not provide light, apart from a dim
glow.
• You can chill or warm the air in a 10-foot cube by 10 degrees.
• Cause small, unattended objects to rattle or
levitate an inch off the ground.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.

Necromancer Conjuration

Spark of Life

  • casting time 1 action
  • range 60 feet

  • components V,S
  • duration Instantaneous

With a quick jolt of necromantic energy, the dead momentarily rise to obey you, if only for a few seconds. Choose the corpse of a Huge or smaller creature that has been dead for no more than an hour. When you cast this spell, the corpse stands up and can move up to 15 feet and make a single melee slam attack against a target of your choice within its reach, using your spell attack modifier. On a hit, this attack deals bludgeoning damage based on the corpse's size: a Tiny corpse deals 1d4, a Small corpse deals 1d6, a Medium corpse deals 1d8, a Large corpse deals 1d10, and a Huge corpse deals 1d12. Once the corpse attacks, it once again crumples into a heap. A corpse targeted by this spell does not become an undead creature.

This spell's damage increases as you gain levels. At 5th level, the corpse deals two damage dice according to its size. At 11th level, it deals three damage dice, and at 17th level, it deals four damage dice.

Necromancer Necromancy

Indemnify

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M
  • duration 1 hour (c)

a drop of blood

You fling a drop of blood at a target you can see within range, marking them for reckoning. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 radiant or necrotic damage (your choice) whenever you lose hit points for the duration. This spell ends early if the target begins its turn further than 60 feet from you.

Necromancer Necromancy

Minor Lifesteal

  • casting time 1 action
  • range 60 feet

  • components S
  • duration Instantaneous

You drain life energy from a hostile creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt, which lasts until you finish a long rest. This spell has no effect on undead or constructs.

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

Necromancer Necromancy

Light

  • casting time 1 action
  • range Touch (20 ft)

  • components V,M
  • duration 1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Necromancer Evocation

Fog Cloud

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 hour (c)

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Necromancer Conjuration

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.

Necromancer Necromancy

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.

Necromancer Necromancy

Exhume

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a drop of blood

Choose an unoccupied 20-foot square within range—note that the area must have solid earth beneath it, this spell fails if cast on the upper floor of a building. This spell then causes one pile of humanoid bones to rise out of the ground within that square. If you cast this spell within a burial place such as a graveyard, mausoleum, or barrow, 1d4 piles of bones are exhumed instead of 1. The ground itself is not changed or disturbed by this spell, the bones simply appear out of the ground.

Necromancer Necromancy

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