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Maximus' Blitz Blade

  • casting time 1 action
  • range 5 feet

  • components V, M
  • duration Immediate

a sword

You weave together threads of Feymist around a sword in your hand causing it to gain the thrown property (range 20/60).

As part of the action used to cast this spell, you can make an attack with this sword against one creature within range. The sword to flies back into your hand at the end of your turn.

Wizard (Bladesinger) Transmutation cantrip

Maximus' Fortified Feymist

  • casting time 1 bonus action
  • range 5 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a sword

You tap into a conduit of ancient magical energy emanating from the Feywilds, bolstering your defenses even further. As a bonus action, you focus on establishing this conduit to harness a swath of helpful semi-solid silvery mist, which swirls around you for up to 1 minute.

As you make your first attack with your weapon on each of your turns, you can choose to use your bonus action first to intuitively compel the mist to repel attacks.

Until the beginning of your next turn, any creatures making an attack roll against you must roll a d4 and subtract the number rolled from the result. Due to your extra focus on defense, you also must roll a d4 and subtract the number rolled from your attack rolls until the beginning of your next turn.

Wizard (Bladesinger) Abjuration cantrip

Maximus' Tricky Tango

  • casting time 1 action
  • range 5 feet

  • components V, S, M
  • duration 1 round

a sword

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.

On a hit, the target suffers the attack’s normal effects and must succeed on a Strength saving throw. Otherwise, it is forced to switch positions with you as long as they are large or smaller.

Wizard (Bladesinger) Evocation cantrip

Maximus' Savage Swordplay

  • casting time 1 bonus action
  • range 5 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a sword

Your magically enhanced focus empowers your sword strikes with added force. You take a moment to bind together nearby strands of the Weave, drawing in energy and then powerfully expending it into extra fearsome blows.

Until the spell ends, for each attack you make with a sword, you can choose to take a -3 penalty to the attack roll. If the attack hits, you add +6 to the attack's damage.

Wizard (Bladesinger) Transmutation cantrip

Maximus' Misty Motivator

  • casting time 1 action
  • range 5 feet

  • components V, S, M
  • duration 1 round

a sword

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects in addition to its space becoming surrounded by silvery mist.

If the target is still in the same space at the end of its next turn, the mist coalesces into small magic missile shards which immediately cause 1d8 force damage, and the spell ends.

This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes for occupying the same space increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Wizard (Bladesinger) Evocation cantrip

Maximus' Arc of Triumph

  • casting time 1 action
  • range Self (10-foot cone)

  • components V, S, M
  • duration Instantaneous

a sword

A thin sheet of silvery Feymist coalesces along your blade's edge as you swing it in a deadly arc motion. The mist streams off at blinding speed, raining razor sharp fragments upon your opponents.

Make a melee attack roll against each target in range. On a hit, the target suffers the attack’s normal effects, but it is considered magical.

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 (Bladesinger) 1st level Evocation

Maximus' Return to Your Roots

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 round

a root from the Feywilds

When you cast this spell, strands of the Weave intertwine with the Feywilds in your current space. As long as you remain in the same plane of existence, these strands stay loosely bound to you until the end of your turn.

When your turn ends, you are briefly surrounded by silvery mist as the strands teleport you back to the same location you cast the spell as long as that space remained unoccupied.

Wizard (Bladesinger) 1st level Conjuration

Maximus' Clever Comeback

  • casting time 1 action
  • range 30-foot line

  • components V, S, M
  • duration Instantaneous

a sword

As part of the action to cast this spell, you can toss your sword up to 30 feet away from you. From wherever it lands, you then telekinetically return it to your space.

Make a melee attack roll against each target in the sword's return path to you, as it whirls violently through the air. If the final target is within your reach, you gain advantage on the strike. On a hit, the target suffers the attack's normal effects, but is considered magical.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Wizard (Bladesinger) 2nd level Transmutation

Compelled Duel

  • casting time1 bonus action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Wizard (Quess'halla) 1st level Enchantment

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