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Drop the Bass

  • casting time 1 Bonus Action
  • range 60 ft

  • components V, S
  • duration 10 min

With the scream of a power chord two fiery portals open within 60ft of the caster summoning two speakers the size of the caster. the speakers have a fly speed of 30 ft and can hover. the speakers give advantage on any Performance check, and allows the caster to add their proficiency bonus to any Persuasion or charmed attempt using the guitar as a medium. Alternatively the speakers allow the caster to send out 15 ft cones of sound with their vicious licks to deal 1d8 thunder damage to an enemy.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Bard Cantrip

Massage

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration up to 10 min (C)

Choose a creature you can see within range. Magic, nonharmful hands begin to gently and benevolently massage the creature. To the creature, this touch feels not invasive, but inherently welcome, relaxing, and stress-relieving. This spell generally affects any living creature with familiar musculature, including all beasts, humanoids, and giants, but may not affect unusual creatures who would never gain any benefit from a massage, as your DM decides.

For the duration, when a Charisma (Persuasion) check is made to convince or persuade the target, it must make a Wisdom saving throw. Any creature that is openly hostile, or has been harmed by you or your associates, automatically succeeds on this saving throw. On a failure, that Charisma (Persuasion) check is made with advantage, but only if the persuasion is done in a calm and gentle manner.

Bard Cantrip

Veitch's Marvellous Letter

  • casting time 1 minute
  • range touch

  • components S, M
  • duration up to 24 hours

a wax seal

() You conjure a letter with up to 150 words written in it. It flies to a target that you designate at a speed of 6 mph. If it does not reach the target in 24 hours, it disappears. This letter cannot be dampened or torn, but when a creature presses the seal it opens. If the designated target touches it in any way, it opens.

Wizard Cantrip

Enemy Insight

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instantaneous

Choose a creature that you can see within range. You and that target make a Wisdom contest. Based on the difference, you gain a general idea of the creature's combat capabilities as compared to your own. At the DM's discretion, you may learn about other pertinent capabilities. The target gains no inherent knowledge that you cast the spell, or that it was being targeted by your spell.

Once you cast this spell on a specific creature, regardless of the outcome, that creature becomes immune to your enemy insight spell for 24 hour

Wizard Cantrip

Detect Weapons

  • casting time 1 action
  • range Self

  • components V, S
  • duration up to 10 min (C)

For the duration, you sense the presence of manufactured weapons within 30 feet of you. If you sense weapons in this way, you can use your action to determine their location and type (e.g. shortsword). This can detect an improvised weapon if it is wielded by a creature intending to use it as such.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Wizard Level 1

Hush

  • casting time 1 action
  • range touch

  • components S
  • duration up to 10 min (C)

You touch a creature and imbue it with silence. For the duration, the target has advantage on Dexterity (Stealth) checks to avoid detection while moving.

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 spell slot level above 1st.

Wizard Level 1

Animate Rope

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration 1 round

You animate a nonliving rope-like object, such as string, yarn, cord, line, rope, or cable of up to 50 ft or a maximum of 10lbs.

You may give your rope simple movement and shaping instructions, such as: Move one end up 30 ft in a vertical line, loop over that branch twice, and knot yourself. The rope itself does not deal damage, but can be used as a trip line, or noose-like object. If the rope is used to restrain a creature, you may attempt a special grapple.

Wizard Level 1

Change Sex

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration up to 24 hours

a small dried frog

You attempt to change one target to another sex. You can change a target to any sex, be it male, female, intersex, or any other sex that species has. An unwilling target can make a Constitution saving throw, being unaffected on a success. This spell does not alter the target's gender identity, nor does it alter their overall physique.

The spell's duration depends on whether or not the target is willing. If the target is willing, the spell's effects are permanent. If the target is unwilling, the spell lasts for 24 hours. An unwilling target can repeat their Constitution saving throw every hour, ending the spell early on a success.

Wizard Level 2

Heat Vision

  • casting time 1 action
  • range touch

  • components V, S, M
  • duration 8 hours

a smoldering ember

You touch a willing creature to grant it the ability to see the heat coming from objects and creatures. For the Duration, that creature can use an object interaction to hold their eyes closed for a second. Upon reopening them, they gain heatvision out to a range of 60 feet. Beyond that range, the world appears a smoky violet blue.

Wizard Level 2

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Air Bubble

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration up to 1 hour

An object or creature in range is surrounded with a 2-foot-diameter sphere of clean, pure air for the duration. When cast on a creature, the air bubble surrounds the target's head or face. The sphere stays with the target, though a creature can choose to avoid the air bubble if it wishes.
This effect enables a creature to breathe when it otherwise could not, such as while underwater. The target is effectively immune to any damage that relies on smell, inhalation, odors, or gaseous contact with the face. An object surrounded by this sphere of air is similarly protected from smoke or water.

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

Wizard Level 2

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