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Bloodburn

  • casting time 1 Action
  • range 120 ft

  • components V,S
  • duration Instant

(Blood) You inflict a burning pain upon yourself, causing another creature that you can see within range to feel an even more excruciating pain as their blood boils. As you cast the spell, you must spend a number of hit points. The creature must then make a Constitution saving throw. On a failed save, the creature takes 2d6 + the number of hit points spent as fire damage, and immediately falls prone as they become wracked with pain. On a successful save, the target takes half as much damage and doesn't fall prone. Constructs, elementals, and undead are immune to this spell.

Wizard Hemomancy

Ichorous Blade

  • casting time Bonus Action
  • range Self

  • components V,S
  • duration 1 minute

(Blood) You imbue a weapon with a portion of your life force, spending a number of hit points as you cast the spell. The first time you hit with a melee weapon attack during this spell’s duration, the attack deals additional necrotic damage equal to 2d4 + the number of hit points spent.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Wizard Hemomancy

Tides of Blood

  • casting time 1 Action
  • range 20ft

  • components V,S
  • duration 1 Round

(Blood, own and sacrificed) You draw out your own blood as well as the blood of corpses within 20 feet of you. You may choose to spend a number of hit points, and you may also gain the hit points needed from corpses within the radius, not including those of constructs, elementals, and undead. Each corpse that had a hit point maximum greater than or equal to 5 in life gives 5 hit points towards the casting, and then cannot be used to cast this spell again. Other willing allied creatures within range can choose to give up 5 hit points.
As a bonus action on your next turn, you can release the blood. Each creature within 20 feet of you must make a Dexterity saving throw. On a failed save, they take 4d6 + the number of hit points gained or spent as necrotic damage. On a successful save, they take half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wizard Hemomancy

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