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Spell level

  • casting timeDistance
  • rangeComponents

  • componentsDuration
  • durationDescription

Class

Bard Combat

  • components
  • durationThis weapon is magical an has +1 to hit as well as +1 to damage.Oath Death to those who wronged us

    Once per long rest choose an enemy within sight. This enemy becomes your enemy for the next 7 days or until you choose a new one.

    All Attacks against your sworn enemy deal another 2d6 radiant damage.

    When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range.

    As long as your sworn enemy is alive attacks against other enemies have disadvantage.

    Gift of Groot
    When a creature is killed by an arrow from this weapon, a single six-foot tree rapidly grows out of their corpse over the next minute.
    Gift of Oona
    Once per Short Rest you can perform an Oracle shot. For the next 10 minutes you can choose to see through the arrow.

    ATK:

    DMG:

Any

Bard

  • components
  • durationThis rough-hewn, gray stone is six inches around. It is carved with a deep fjell (mountain) rune. The stone has the following properties, which only work while it is on your person.

    Create Tunnel. If you spend 1 minute touching a solid surface, at the end of that minute a circular hole opens in the surface that is up to 10 feet in diameter and 100 feet long. Once you use this property, you can't use it again until you finish a short or long rest.

    Fists of Stone You gain a +1 bonus to attack and damage rolls with unarmed attacks.

    Mountain's Strength You have advantage on Strength saving throws.

Any

Bard

  • components
  • durationGeschmiedet in der Zeit als das Haus Nandar und der Elfen-Stamm des Ardeep Forrest im Krieg lagen wurde die Klinge stets vom Anfuhrer von Nightstone getragen. Als Lady Velrosa mit den Elfen Frieden schloss wurde die Klinge abgelegt und dient heute als Familienrelikt.

    - Einhandiges Kurzschwert (magisch)

    - +1 auf Attack Rolls und Damage Rolls (magisch)

    - attack damage 1d6+dex

    - +2d6 Schaden gegen Elfen und Barbaren

    ATK:

    DMG:

Any

Bard

1

  • casting timeTouch
  • range

  • components
  • durationYour touch can siphon the life force of others to bolster your own. As an action, you can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + your Charisma modifier on a hit. You gain temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, you gain twice as many temporary hit points from using this feature. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You may use this feature a number of times equal to your Charisma modifier(minimum one) and you regain all uses of this feature at the end of a long rest.

    ATK:

    DMG:

Necromancer

Bard Action

2

  • components
  • durationThe time you've spent wielding negative energy has made itself a part of you. You have resistance to necrotic damage and your hit point maximum cannot be reduced. At 5th level, this feature extends to any undead under your control.

Necromancer

Bard

3

  • components
  • durationBy reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any undead under your control have killed one or more creatures, you gain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received.

Necromancer

Bard

5

  • components
  • durationYour understanding of necrotic and negative energies allows you to raise the dead with ease. You may cast the spell animate dead as an action and you do not require a corpse or pile of bones to do so

the skeleton or zombie will claw its way up from underground and acts on your next turn. In addition, you learn the spell animate dead. This spell does not count against your number of spells known but still requires a spell slot to cast.

Necromancer

7

  • components
  • durationYour pursuit of knowledge has led to uncover the secrets to mastering undead of all sizes. You can now raise any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 3 or lower can be animated. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again.

    At level 11, you may animate a monstrosity, humanoid or beast with a challenge rating of 6 or lower.

    At level 15, you may animate a monstrosity, humanoid or beast with a challenge rating of 9 or lower. In addition, a major undead now lasts until its hit points are reduced to 0.

Necromancer

Necromancer

Name Name
Oathbow Oathbow
Stone of the Fjell Rune Stone of the Fjell Rune
Elf Hunter Elf Hunter
Life Tap Life Tap
Unholy Resistance Unholy Resistance
Soul Harvest Soul Harvest
Spontaneous Unburial Spontaneous Unburial
Animate Major Undead Animate Major Undead

14

  • components
  • durationThe repetitive nature of raising your undead has become like a ritual for you. You may cast animate dead as a ritual.

Necromancer

Necromancer

18

  • components
  • durationThe death you surround yourself with has become part of you. Your flesh has become pale and your eyes have taken on a yellow tint. Some necromancers alter their appearance with stitches sewn on their face, body, legs, or arms. Others may adorn the remains of corpses to impose fear and keep people away. The overexposure to death has earned an affinity with undead. Whenever you interact with undead, you have advantage on all Charisma checks. In addition, while you may look sick and exhausted from the constant dealings with death, you do not age and you are immune to poison damage, diseases, exhuastion, as well as the frightened and poisoned conditions.

Necromancer

Necromancer

20

  • components
  • durationYour presence commands respect from undead. As a bonus action, the necromancer can target an undead creature they can see within 30 feet of them. The target must make a Wisdom saving throw. On a failed save, the target must obey the necromancer's commands for the next 24 hours, or until the necromancer uses Seance again.

Necromancer

Necromancer

20

  • components
  • durationThe area around you becomes a volatile zone of death and necrotic magic. You have learned to sew the agony of the newly departed's death into those nearby. Whenever an enemy creature dies within 60 feet of the you, you may use your reaction to target it and cause an explosion of necrotic energy. Choose any number of creatures within 10 feet of the explosion to make a Constitution saving throw. On a failed save, they take 8d6 necrotic damage and half as much on a success. If this damage kills any creatures, you may target one of the creatures killed to cause a secondary explosion but the damage is reduced to 4d6 and halved on a successful Constitution saving throw. If this secondary explosion kills any creatures, you may choose one of the creatures killed by this secondary damage to cause an explosion a third time but the damage is reduced to 2d6 or no damage on a successful Constitution saving throw. Any undead you control within the radius of the explosions regain hit points equal to half the amount of necrotic damage done. You regain use of this feature when you complete a short or long rest.

Necromancer

Necromancer

6

  • components
  • durationThe negative energy you use to summon your undead is fortified within them. Undead you raise have additional hit points and bonuses to their attack rolls equal to your proficiency bonus. In addition, whenever you cast a spell, use a feature, or use an item to raise undead, you may raise one additional undead of the type you have chosen with the spell, feature, or item. This additional undead does not occur with the Necromancer's Animate Major Undead feature.

Necromancer

Necromancer

10

  • components
  • durationYour bond with the dead has strengthened their resolve against that which is holy. Undead you control have advantage on Wisdom saving throws against Turn Undead attempts. In addition, undead you raise add your proficiency bonus to their Armor Class.

Necromancer

Necromancer

14

  • components
  • durationYou've reached the epitome of raising undead. Your undead creatures no longer have a damage vulnerability and gain additional hit points equal to your necromancer level.

Necromancer

Necromancer

1

  • components
  • durationThanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.

Tiefling

Necromancer

1

  • components
  • durationYou have resistance to fire damage.

Tiefling

Necromancer

Ritualistic Unburial Ritualistic Unburial
Macabre Macabre
Seance Seance
Grim Harvest Grim Harvest
Improved Animation Improved Animation
Undead Resolve Undead Resolve
Lord of the Undead Lord of the Undead
Darkvision Darkvision
Hellish Resistance Hellish Resistance

Necromancy cantrip

  • casting time120 feet
  • rangeV, S

  • components1 round
  • durationYou create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it cant regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

    At Higher Levels. This spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    ATK:
    DMG:

Sorcerer, Warlock, Wizard

Necromancer 1 action

Chill Touch Chill Touch