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Negative Energy Flood

  • casting time1 Action
  • rangeV, (a broken bone and a square of black silk)

  • componentsInstantaneous
  • durationYou send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesnt make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.


Other 5th-Level Necromancy


  • casting time1 Action
  • range120 feet

  • componentsV S M (A short piece of copper wire)
  • duration1 round

You point your finger toward a creature within range and Whisper a message. The target (and only the target) hears the message and can reply in a Whisper that only you can hear.

You can cast this spell through solid Objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can Travel freely around corners or through openings.

Rogue - Arcane Trickster Transmutation Cantrip

Crown of Madness

  • casting time1 Action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Rogue - Arcane Trickster 2nd-Level Enchantment

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