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Mage Armor

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Wizard 1st level abjuration

Shield

  • casting time 1 Reaction
  • range Self

  • components V, S
  • duration 1 Round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Wizard 1st level abjuration

Invisibility

  • casting time 1 Action
  • range Touch

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

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

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

Wizard 2nd level illusion

Shatter

  • casting time 1 Action
  • range 60 ft.

  • components V, S, M
  • duration Instantaneous

a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.

Wizard 2nd level evocation

Coordinated Attack

  • casting time 1 Reaction
  • range 5 ft.

  • components N/A
  • duration N/A

When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Companion Feat.

Staff of Defense

  • casting time 1 Action
  • range 5 ft.

  • components Attunement
  • duration

This Staff of Defense is the staff that once belonged to Iarno Albrek, or Glasstaff, a former member of the Lords Alliance. The staff is slender, hollow, and made entirely of glass, yet it is as strong as oak.

This staff provides the following benefits:
AC + 1

The staff contains 10 charges used to fuel the spells within it. While holding the staff, it can be used to cast the following spells:
- Mage Armor (1 Charge)
- Shield (2 charges)

The staff regains 1d6 + 4 charges each day at dawn. If the last charge is expened, roll a d20. On a 1, the staff shatters and is destroyed.

Wizard Armor

Extra Attack

  • casting time Free Action
  • range N/A

  • components N/A
  • duration N/A

You can attack twice, instead of once, when using the Attack action.

Ranger Feat.

Hew's Battleaxe

  • casting time Action
  • range 5 ft.

  • components N/A
  • duration N/A

Found within the hoard of the young dragon Venomfang, this battleaxe has a magical enchantment that increases any attack and damage rolls. It also deals maximum damage when it hits a plant creature or any wooden object.

If holding two: The first attack uses your action, and you can make another attack with the second on the same round as a bonus action.

Attack Roll: 1d20 + STR + Proficiency Bonus + 1

Damage Roll: 1d8 + STR + 1

Weapon

Studded Leather

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Studded Leather armor provides you with an armor boost, while still allowing you to move freely.

Can be equipped to increase your base AC (Armor Class)

AC: 12 + DEX Mod.

Armor

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