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Arterial Drain

  • casting time Instantaneous
  • range Self (15 ft cone)

  • components V, S
  • duration Instantaneous

(A Bat's Fang) You rip the blood you crave from your enemies’ veins to sustain yourself. All targets in a 15 ft. cone must succeed on a Constitution saving throw or take 2d6 necrotic damage. If a target is already damaged, they instead suffer 2d8 necrotic damage on a failed save. You regain 1d4 hit points for every target that fails their Constitution saving throw. On a successful save a target takes only half damage and you do not receive any healing from them.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 (1d8) for each slot level above 1st.

Wizard Hemomancy

Blood Mist

  • casting time 1 Action
  • range 120 ft (20 ft radius)

  • components V, S
  • duration 1 Minute

(A small ruby) Extending your arms outwards you cause all creatures within a 20 foot-radius-sphere to make a Constitution saving throw. On a failure, a creature takes 2d6 Necrotic damage and creates a 10-foot-radius sphere of blood mist centered on themself. On a success, a target takes only half the necrotic damage and does not create a sphere of blood mist. This sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Any creature that ends its turn within an area of containing Blood Mist takes 2d6 Necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the initially affected radius increases by 10 feet for each slot level above 1st.

Wizard Hemomancy

Blood Bolt

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

(A small pin) After the caster injures themselves, a glowing red bolt of blood is fired at a creature within range. Make a ranged spell attack roll. On a hit, the target suffers 1D12 Necrotic damage. A small amount of blood must be sacrificed in order to cast this cantrip, requiring 1 Hit Point to be sacrificed by the caster per bolt before casting this cantrip.

The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.

Wizard Hemomancy

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