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Elementalism

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

You exert control over the elements, creating one of the following effects within range: Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature or an object) for 1 hour.

Pact of the tome Transmutation cantrip

Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,
    up to 1 minute

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.

Pact of the tome Illusion cantrip

Mending

  • casting time1 action
  • rangeTouch (or familiar)

  • componentsV,S,M
  • durationInstantaneous

This spell 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, but it can't restore magic to such an object.

Pact of the tome Transmutation cantrip

Word of Radiance

  • casting time1 action
  • rangeSelf
    5ft emanation

  • componentsV,M
  • durationInstantaneous

CON save vs DC or 2d6(+4) radiant dmg to each creature of your choice in range

Pact of the tome evocation cantrip

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

WIS save or 2d6 psychic dmg and Dis on next attack

Pact of the tome Enchantment cantrip

Thorn Whip

  • casting time1 action
  • range30 feet

  • componentsV, S,M
  • durationInstantaneous

Spell Attack vs AC for 2d6 piercing dmg Large creatures or smaller can be pulled 10 feet

Pact of the tome Transmutation cantrip

Spare the Dying

  • casting time1 action
  • range30 feet*

  • componentsV,S
  • durationInstantaneous

Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

Pact of the tome Necromancy cantrip

Light

  • casting time1 action
  • rangeTouch (or familiar)

  • componentsV,M
  • duration1 hour

20ft Bright light + 20ft Dim light

You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds light. The light can be colored as you like. Covering the object with something opaque blocks the light

Pact of the tome evocation cantrip

True Strike

  • casting time1 action
  • rangeweapon's range

  • componentsS,M no verbal!
  • durationInstantaneous

weapon (ranged also!) attack (+7) using Spellcasting attribute.

deals: weapon dice + 1d6 + 8 Radiant


Must be proficient with weapon

Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity

Pact of the tome divination cantrip

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