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Witch Bolt

  • casting time 1 Action
  • range 30 ft

  • components V, S, M
  • duration 1 minute

a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Wizard 1st Level Evocation

Domesticate Creature

  • casting time 1 minute
  • range touch

  • components V, M
  • duration until dispelled

50 gold and 4 hours of preparation

(Druidic Food Pellets ) You domesticate any non-sentient creature with an intelligence lower than halve your own.

Roll 1d20 and if the result is above 3/4 the target's will, you domesticate it.

As level one you can domesticate up to 5 creatures in this manner, you can add 5 more creatures every 2 levels

You can cast this spell as a ritual, after 15 minutes you can domesticate any creature that has under halve your inteligence.

You can domesticate up to 5 times the amount of creatures if you cast the spell as a ritual for up to 5 hours

Druid 1st Level Evocation

Crystal Fissure

  • casting time 1 Action
  • range Self/30 ft

  • components V, M
  • duration Instantaneous

An opal worth at least 200 gp

[see online for details] A fissure of opalescent crystals erupt up from the ground forming a line of 20 feet long and 5 feet wide from a point in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. Once summoned the crystals become permanent structures in the ground until shattered by force. They emit dim light in a 10-foot radius for 1d10 hours.

This spell can be used to remove a grappler from a Grappled creature by forcefully separating the two creatures. If used to do so both creatures must succeed a Dexterity saving throw or take 3d6 piercing damage, 1d4 force damage and be separated on contact.



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.

Druid 1st Level Evocation

Conjure Animal Spirit

  • casting time 1 Action
  • range 60 ft

  • components V, S
  • duration 10 minutes

(N/A) [See online for full] You summon a fey spirit that take the form of beasts and appear in unoccupied spaces that you can see within range. The Beast has to be a best you can Wilshape to.

You Expand 1 Wild shape when you cast this spell.

You can only have 1 creature active at a time from this spell, if you summon a new one while the previous one is still alive, the previous one will disappear.

The beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics.

Druid 1st Level Conuration

Chromatic Orb

  • casting time 1 Action
  • range 90 ft

  • components V, S, M
  • duration Instantaneous

a diamond worth at least 50 gp

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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 Evocation

Ancient Knowledge

  • casting time 1 Action + 10 min
  • range Self

  • components V, S
  • duration 1 minute

(N/A) You tap the ancient knowledge of fate and fortune, giving you a greater ability to focus on a particularly difficult academic problem. Whenever you make a knowledge roll before the spell ends, you can roll a d6 and add the number rolled to knowledge skill. You can roll the die before or after making the ability check.

Wizard 1st Level Divination

Stormborn Aura

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Until Dispelled

(N/A) Lightning and electricity sparks and swirls around the user, causing their eyes to glow purple and their body to be wreathed in electricity. If enemies enter within a 20-foot radius of the user, they must make a recurring wisdom check (dc 17) at the start of their turn, or suffer 1d8 points of lightning damage. The damage increases by 1d6 at 4th level (2d8), 9th level (3d8), 14th level (4d8), and 17th level (5d8).

This cantrip ends once combat ends, and must be re-applied at the start of each combat session.

Wizard Evocation Cantrip

Ray of Stars

  • casting time 1 Action
  • range 120 ft.

  • components V, S
  • duration Instantaneous

(N/A) This spell comes from a forgotten Archfey known as the lord of stars, forgotten many years ago. Make a ranged spell attack against a target on a hit the target takes 1d12 radiant damage and must succeed on a Charisma saving throw on a fail the target gains the charmed condition for one until the start of it's next turn on a success nothing happens as a array of silver, purple and white light dances in front of the targets eyes.

At later levels the damage increases by 1d12 when you reach later levels 2d12 at 5th level 3d12 at 11th level and 4d12 at 17th level

Wizard Evocation Cantrip

Natural Surge

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

(N/A) Drawing on a willing target's natural strength, you force the body to heal itself, allowing the target to instantly use one of their own hit die, adding the constitution modifier, to recover HP. The amount of hit die the target can use increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level.

Druid Evocation Cantrip

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Druid Fire

  • casting time 1 action
  • range 40 ft

  • components V, S
  • duration N/A

(N/A) You create a flickering Blueish-Green flame in your hand that radiates bright light for 15 ft, and dim light for 30 ft. As an action, you can hurl the flame at a target. Make a ranged spell attack. On a hit, the target takes 1d12 force damage. You can make this attack as part of the original casting of the spell.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Druid Evocation Cantrip

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