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however, if equipped with a lock, the DC to pick any locks on it increases by 5. Wizards often use this on boxes, chests, packs, bags, bottles, vials, pockets and pouches to protect from spills and accidental opening of containers for potions or spell components, money pouches, etc.,Wizard (TMD)

Wizard

the total is how many hit points of creatures this spell can affect. Creatures within 15 feet of a point you choose within range are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points. If the target has 20 hit points or fewer, it is dazed. Otherwise, the target gets a Constitution saving throw. On a failed save, the target is dazed. At 11th Level the range is now 90 ft and and targets now include an additional 5d8 Hit Points. Range: 90 feet Target: Creatures within 30 feet of a point you choose within range (in ascending order of their current hit points, ignoring Dazed, Deafened, Frightened, Stunned, Paralyzed, Petrified, Unconcious or Incapacitated creatures) Roll 10d8

Wizard the total is how many hit points of creatures this spell can affect. Creatures within 30 feet of a point you choose within range are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points. If the target has 20 hit points or fewer, it is dazed. Otherwise, the target gets a Constitution saving throw. On a failed save, the target is dazed. Note: Dazed A dazed subject is not stunned, so attackers get no special advantage against it. A dazed creatures movement is halved and they cannot take reactions. The creature has disadvantage on all saving throws and attacks until their next turn. The creature cannot cast leveled spells.,Wizard (TMD)

+2 special modifier to Ranged or Melee Attacks and +2 Special modifier to Spell DC for any that allow a Saving throw. Concentration is only needed to determine direction and approximate distance to the mark. Shield spell will protect the target from the dart and any damage or being marked.,Wizard (TMD)

Wizard

size, color, shape, material, etc. ? You create a non-magical trinket or an optical image that can fit in your hand and that lasts up to 10 minutes. ? You can imbue an object with magic for up to 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. At Higher Levels. At 5th Level, non-instantaeneous effects can now last 3 Hours. Non-magical trinkets and illusory images now last 1 hour. Create up to 3 Non-magical trinkets and illusory images at once, and they will persist even outside of the range. The range is now 30 feet. Instantaneous effects can now affect all desired objects within 10 feet. (ie. light or snuff all candles within 10 foot radius, etc.) At 11th level, non-instantaeneous effects can now be up to 5 active at a time and last 8 Hours. Non-magical trinkets and illusory images now last 4 hours, create up to 5 at once, and will persist even outside of the range. Instantaneous effects can now affect all desired objects within 30 feet. (ie. light or snuff all candles within 30 foot radius, etc.) Up to 2 Cubic feet of material can be affected. At 17th level, non-instantaeneous effects can now last untill dismissed or the spell is recast and it is over the 5 instance limit. Non-magical trinkets and optical images can now be permanent, or until dispelled. The caster can always dismiss the effect.,Wizard (TMD)

Wizard

sulphorus, spices, flowers, etc. in a 3 foot radius, up to the range or the spell. Create soft or muffled sounds emanating from a point upto the range of the spell. Wind chimes, footfalls, thuds, whispers, etc. You can flavor up to 1 cubic foot of nonliving material for 1 hour. Cause an item or part of an item to glow. Item or area must be no larger than caster's hand. Lasts for 1 hour. Control color or brightness, for up to 1 hour. Action or bonus action to make changes. Sheds light as a candle, bright light in a 5-foot radius and dim light for an additional 5 feet. ? Create minor elemental effects. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You can instantaneously dry or dampen an object no larger than 1 cubic foot. You can chill or warm an object (non-living material) no larger than 1 cubic foot for 1 hour. You can create a static charge that will create a mild shock when touched. This can be on an object with a relatively high conductivity (metal, glass, fabrics, rugs, etc.). Lasts for up to 1 hour. You can instantaneously create a snowball, ice shard, or frost/defrost a glass a mug a window pane or a door handle, etc.. Cause a breeze to deflect a light rain, mist, flurries, or dust around yourself, or another, (staying dry/clean) for up to 1 hour. You can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You can levitate a small, lightweight object no more than 1 cubic foot up to 10 feet for up to 1 hour. You can not move it around, just lift it straight up. You can hold a book steady, for up to 1 hour, so it can be read or used without holding it. Spellbooks, cookbooks, etc. You may be able to lift a latch or locking bar (even if you can not see it). The force required should not exceed 3 pounds. ? Mending (as the Mending cantrip) This allows repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell cant restore magic to such an object. ? Self enhancement. You can reduce or increase your body density for up to 1 hour. Reduction can make passage on a tight rope or narrow plank easier. (Balance bonus) Reducing the weight a mount must carry will make it easier on a mount. (Reduced chance of fatigue/exhaustion) You can not walk on water but treading water will be easier. (Strength or Constitution +1 bonus) Climbing become easier, due to the lighter emcumbrance of your body. (+1 bonus to checks) Denser will make it easier to resist heavy winds, or currents when fording streams. When denser, you can carry heavy loads

  • casting time size, color, shape, material, etc. Panning for gold or minining for specific items could be accomplished. (In an area up to 1 cubic foot.) Sort loose coins, gemstones, fresh fruit, etc. (In an area up to 1 cubic foot.) Additionally, you can reduce an object as long as it is of one material, that can fit in your palm, to powder. ? You create a non-magical trinket or an optical image that can fit in your hand and that lasts up to 10 minutes. Optical images could include small realistic or glowing figures (butterflies, birds, horses, puppies, dragons, spheres, etc.) These images can be animated or moved within the spell range. Can be combined with sensory effects
  • range whinney, bark, cough, etc. A dragon can breathe fire and ignite a candle, etc. An image or face of a person of interest could be rendered to help with finding a person. A list of Trinkets can be found in various resources. [5e Player's Handbook, p.160-161] http://dnd5e.wikidot.com/trinkets https://www.dandwiki.com/wiki/5e_Trinkets Quality will depend upon an accurate rendering, memory or proficiency with tools for making such an item. Highly crafted items will be beyond this spell's capability. (armor, weapons, jewelry, etc. Unless you are proficient.) Certain materials might make for interesting interactions. Cesium chess piece dropped into water, for example. ? You can imbue an object with magic for up to 1 hour. If the object is a weapon it will be a magic weapon, but with no other bonuses or properties. The object will radiate a magic aura and is detectable with Detect Magic. The effect will last for up to 1 hour, even though you are no longer within spell range. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. At Higher Levels. At 5th Level, non-instantaeneous effects can now last 3 Hours. Non-magical trinkets and illusory images now last 1 hour. Create up to 3 Non-magical trinkets and illusory images at once, and they will persist even outside of the range. The range is now 30 feet. Instantaneous effects can now affect all desired objects within 10 feet. (ie. light or snuff all candles within 10 foot radius, etc.) At 11th level, non-instantaeneous effects can now be up to 5 active at a time and last 8 Hours. Non-magical trinkets and illusory images now last 4 hours, create up to 5 at once, and will persist even outside of the range. Instantaneous effects can now affect all desired objects within 30 feet. (ie. light or snuff all candles within 30 foot radius, etc.) Up to 2 Cubic feet of material can be affected. At 17th level, non-instantaeneous effects can now last untill dismissed or the spell is recast and it is over the 5 instance limit. Non-magical trinkets and optical images can now be permanent, or until dispelled. The caster can always dismiss the effect.,Wizard (TMD)

Wizard maintaining normal movement rates. Very heavy, not so much. (+1 bonus for Strength or Constitution checks) You can gain a temporary bonus (+1) to a single ability score related skill check (Skill named at casting) for up to 1 hour or until the check is made. You can gain a bonus to your movement rate for up to 1 hour. You can gain a climbing speed or a swimming speed of +5 feet per round. (10 feet per round minimum.) Your walking speed is +10 feet per round at normal pace. When you arrive at your destination you will feel refreshed and slightly exhilarated. This does not apply when using a mount or other conveyance method other than walking. This does not count as a short or long rest, but you will be immune to gaining at least one level of exhaustion, if applicable.. ? You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour, even though you may no longer be in spell range. Hand sized, up to 10 inches across. Likely uses include tattoos, seals, insignia, runes, directional arrows, warnings, etc. You can etch the mark upon any substance (even stone or metal), without harm to the material upon which it is placed. The mark can be visible or invisible. Visible marks can be mundane in appearance or glow, and can glow in a reaction to a trigger event. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. Reading or revealing a mark can be a trigger for another spell such as Magic Mouth or Glyph Of Warding, etc. ? You can separate materials based upon a physical property

at 5th level (2d4 + 2), 11th level (3d4 + 3), and 17th level (4d4 + 4). No ranged attack roll, and no save. Creatures under the effect of shield will take no damage.,Wizard (TMD)

Wizard

DM set appropriate Ability Checks.) Air traps will only negate 1d6 of bludgeoning damage when choosing knocked prone. Deeper (greater than 5 feet deep) pits now require 2 rounds to climb out of them, even with help. Falling damage in Earth pits now applies. Water and Earth Pits will remain in place, after the spell is triggered/expired. They are permanent changes to the landscape. (Though climate

Wizard evaporation or freezing, etc. may alter them.) Falling Damage. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. ,Wizard (TMD)

not both at once. When the Mage arrives at his or her destination they will feel refreshed and slightly exhilarated. This does not apply when using a mount or other conveyance method than walking. This does not count as a short or long rest. At level 5, and higher this effect can be imbued into a cane, or a staff. The effect is permanent. The magic item is known as a Walking Stick. This is a common magic item and can be used by anyone.,Wizard (TMD)

Wizard

0,Arcane Clasp,Cantrip - Abjuration,1 minute,Touch,V,S,Until dispelled,You touch a closed chest, or other container and it becomes latched for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. A determined effort, 10 minutes, will allow the dweomer to be bypassed. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane clasp for 10 minutes. While affected by this spell, the object is more difficult to break and harder to force open 0,Arcane Clasp,Cantrip - Abjuration,1 minute,Touch,V,S,Until dispelled,You touch a closed chest, or other container and it becomes latched for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. A determined effort, 10 minutes, will allow the dweomer to be bypassed. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane clasp for 10 minutes. While affected by this spell, the object is more difficult to break and harder to force open
0,Daze,Cantrip - Enchantment,1 action,30 feet,V,Instantaneous,You speak a word of power that can overwhelm the mind of one humaniod creature you can see within range, leaving it dumbfounded. If the target has 20 Hit Points or fewer, it is dazed. Otherwise, the target gets a Constitution saving throw. On a failed save, the target is dazed. The effect ends at the end of your next turn. Casting this spell on a Dazed, Deafened, Frightened, Stunned, Paralyzed, Petrified, Unconcious or Incapacitated creature has no effect. Casting this spell on a creature recently affected by this spell will allow them to build a temporary (24 hours) resistance to the spell effects. If under 20 Hit Points and recently affected they now get a saving throw. If they have a saving throw it is now at +1 for each time they have been affected in the last 24 hours. At Higher Levels. At 5th level the effect can now affect multiple creatures in an area and the range is increased. Range: 60 feet Target: Creatures within 15 feet of a point you choose within range (in ascending order of their current hit points, ignoring Dazed, Deafened, Frightened, Stunned, Paralyzed, Petrified, Unconcious or Incapacitated creatures) Roll 5d8 0,Daze,Cantrip - Enchantment,1 action,30 feet,V,Instantaneous,You speak a word of power that can overwhelm the mind of one humaniod creature you can see within range, leaving it dumbfounded. If the target has 20 Hit Points or fewer, it is dazed. Otherwise, the target gets a Constitution saving throw. On a failed save, the target is dazed. The effect ends at the end of your next turn. Casting this spell on a Dazed, Deafened, Frightened, Stunned, Paralyzed, Petrified, Unconcious or Incapacitated creature has no effect. Casting this spell on a creature recently affected by this spell will allow them to build a temporary (24 hours) resistance to the spell effects. If under 20 Hit Points and recently affected they now get a saving throw. If they have a saving throw it is now at +1 for each time they have been affected in the last 24 hours. At Higher Levels. At 5th level the effect can now affect multiple creatures in an area and the range is increased. Range: 60 feet Target: Creatures within 15 feet of a point you choose within range (in ascending order of their current hit points, ignoring Dazed, Deafened, Frightened, Stunned, Paralyzed, Petrified, Unconcious or Incapacitated creatures) Roll 5d8
0,Farron's Dart,Cantrip - Evocation,1 action,60 feet,V, S,1 hour,You hurl a tiny projectile of colored (caster can choose color) energy at a creature or object within range. Make no attack roll and the target does not get a save. The target takes 1d4 + 1 force damage. Where the target is struck will glow (visible up to 60-feet) for 1 hour. A cloak or other covering will hide the mark, but the caster will know the direction, if within 2500 feet. The Mark can be used by the caster to target other spells 0,Farron's Dart,Cantrip - Evocation,1 action,60 feet,V, S,1 hour,You hurl a tiny projectile of colored (caster can choose color) energy at a creature or object within range. Make no attack roll and the target does not get a save. The target takes 1d4 + 1 force damage. Where the target is struck will glow (visible up to 60-feet) for 1 hour. A cloak or other covering will hide the mark, but the caster will know the direction, if within 2500 feet. The Mark can be used by the caster to target other spells
0,Legerdemain,Cantrip - Transmutation,1 action,10 feet,V, S,Up to 1 hour,A variant of the Prestidigitation cantrip for use by wizards with the Mage subclass. This spell is a minor magical trick that novice spellcasters use for practice. You can not stack these effects with multiple castings. You create one of the following magical effects within range: ? You create an instantaneous, harmless sensory effect. This is due to transmutation, not an illusion. ? Create minor elemental effects. ? Mending (as the Mending cantrip) ? Self enhancement. ? You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour, even though you may no longer ? You can separate materials based upon a physical property 0,Legerdemain,Cantrip - Transmutation,1 action,10 feet,V, S,Up to 1 hour,A variant of the Prestidigitation cantrip for use by wizards with the Mage subclass. This spell is a minor magical trick that novice spellcasters use for practice. You can not stack these effects with multiple castings. You create one of the following magical effects within range: ? You create an instantaneous, harmless sensory effect. This is due to transmutation, not an illusion. ? Create minor elemental effects. ? Mending (as the Mending cantrip) ? Self enhancement. ? You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour, even though you may no longer ? You can separate materials based upon a physical property
0,Legerdemain,Cantrip - Transmutation,1 action,10 feet,V, S,Up to 1 hour,A variant of the Prestidigitation cantrip for use by wizards with the Mage subclass. This spell is a minor magical trick that novice spellcasters use for practice. You can not stack these effects with multiple castings. You create one of the following magical effects within range: ? You create an instantaneous, harmless sensory effect. This is due to transmutation, not an illusion. Such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor, etc. The effects can last up to 1 hour. Create a puff or swirl of smoke, mist or fog, or heat shimmer for up to 1 hour. Create or mask an odor or aroma 0,Legerdemain,Cantrip - Transmutation,1 action,10 feet,V, S,Up to 1 hour,A variant of the Prestidigitation cantrip for use by wizards with the Mage subclass. This spell is a minor magical trick that novice spellcasters use for practice. You can not stack these effects with multiple castings. You create one of the following magical effects within range: ? You create an instantaneous, harmless sensory effect. This is due to transmutation, not an illusion. Such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor, etc. The effects can last up to 1 hour. Create a puff or swirl of smoke, mist or fog, or heat shimmer for up to 1 hour. Create or mask an odor or aroma
0,Magic Dart,Cantrip - Evocation,1 action,120 feet,V, S,Instantaneous,You hurl a glowing dart of magical force at a creature or object within range. On a hit, the target takes 1d4 +1 Force damage. At higher levels, damage increases by 1d4 +1 0,Magic Dart,Cantrip - Evocation,1 action,120 feet,V, S,Instantaneous,You hurl a glowing dart of magical force at a creature or object within range. On a hit, the target takes 1d4 +1 Force damage. At higher levels, damage increases by 1d4 +1
0,Trap,Cantrip Transmutation,1 action,30 feet,S,10 minutes / Lv of caster,You infuse the surface of the ground in a 5 foot cube centered on a point you choose within range with a type of unstable energy. Fire, cold, air, earth, water, electrictrical. When a Small creature or larger first enters the area they must succeed on a Dexterity saving throw or suffer the consequences. Trap Effects/Type: Fire. Fire causes 1d6 fire damage. Cold. Cold deals 1d6 cold damage, Air/Wind. Air causes the creature to be buffeted for 1d6 blugeoning damage or be knocked prone. (Creature's/DMs choice.) Earth. Earth will create a pit 5 feet deep. The fall will not cause damage, but will delay the creature as they get out out of the shallow pit (Creature companions have a 70% chance to stop and laugh or to help. This can delay still further creatures, if in a pack. Water. Water will cause the creature to randomly 25% fall into 5 foot deep quicksand, 25% fall into a mud pit (5 feet deep), 50% fall into a 5 foot deep pool of water. (Crystal clear, brackish, slimey, etc. but otherwise harmless.) Quicksand and mud will reduce creature movement by 10 feet/ round for 3 rounds. Electrical. Electrical will cause 1d6 lightning damage. All effects will cause creatures to spend a round recovering from the stun of sudden damage, or getting up, climbing out of pits, etc. Once the trap is triggered the effect ends. You may have no more that 3 such squares active at a time. If the trap is triggered you regain a casting. Otherwise they can not be regained until a short rest (regain 1 casting), or a long rest (regain all castings), even if the spell duration has expired. The castings can not be dismissed. Spell effects must be on the surface of the ground and can not be 'stacked' to create deeper pits. Multiple spells occupying the same space have no additional effect. Only the last effect specified will be in effect. This overlay will waste the prior casting. (It was not triggered.). The trap is nearly invisible and requires a successful check against your spell save DC to be found. Check is at a bonus if moving slower than normal pace and deficit if moving faster than normal pace. (+/-1 / category.) This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Pits will increase in depth when you reach 5th level (10 feet), 11th level (20 feet), and 17th level (30 feet). (May require help to get out. Quicksand and Mud may now suffocate 0,Trap,Cantrip Transmutation,1 action,30 feet,S,10 minutes / Lv of caster,You infuse the surface of the ground in a 5 foot cube centered on a point you choose within range with a type of unstable energy. Fire, cold, air, earth, water, electrictrical. When a Small creature or larger first enters the area they must succeed on a Dexterity saving throw or suffer the consequences. Trap Effects/Type: Fire. Fire causes 1d6 fire damage. Cold. Cold deals 1d6 cold damage, Air/Wind. Air causes the creature to be buffeted for 1d6 blugeoning damage or be knocked prone. (Creature's/DMs choice.) Earth. Earth will create a pit 5 feet deep. The fall will not cause damage, but will delay the creature as they get out out of the shallow pit (Creature companions have a 70% chance to stop and laugh or to help. This can delay still further creatures, if in a pack. Water. Water will cause the creature to randomly 25% fall into 5 foot deep quicksand, 25% fall into a mud pit (5 feet deep), 50% fall into a 5 foot deep pool of water. (Crystal clear, brackish, slimey, etc. but otherwise harmless.) Quicksand and mud will reduce creature movement by 10 feet/ round for 3 rounds. Electrical. Electrical will cause 1d6 lightning damage. All effects will cause creatures to spend a round recovering from the stun of sudden damage, or getting up, climbing out of pits, etc. Once the trap is triggered the effect ends. You may have no more that 3 such squares active at a time. If the trap is triggered you regain a casting. Otherwise they can not be regained until a short rest (regain 1 casting), or a long rest (regain all castings), even if the spell duration has expired. The castings can not be dismissed. Spell effects must be on the surface of the ground and can not be 'stacked' to create deeper pits. Multiple spells occupying the same space have no additional effect. Only the last effect specified will be in effect. This overlay will waste the prior casting. (It was not triggered.). The trap is nearly invisible and requires a successful check against your spell save DC to be found. Check is at a bonus if moving slower than normal pace and deficit if moving faster than normal pace. (+/-1 / category.) This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Pits will increase in depth when you reach 5th level (10 feet), 11th level (20 feet), and 17th level (30 feet). (May require help to get out. Quicksand and Mud may now suffocate
0,Travel,Cantrip Transmutation,1 action,30 feet,V, S (M),Until dispelled,This spell allows additional weight to be carried, less exertion, walk farther in a day, etc. For purposes of encumbrance the Mage can carry a maximum of double his/her normal load allowances granted by their Strength ability. Or alternately, walking travel rates are doubled. This is an either or condition 0,Travel,Cantrip Transmutation,1 action,30 feet,V, S (M),Until dispelled,This spell allows additional weight to be carried, less exertion, walk farther in a day, etc. For purposes of encumbrance the Mage can carry a maximum of double his/her normal load allowances granted by their Strength ability. Or alternately, walking travel rates are doubled. This is an either or condition