Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Crimson Lash

  • casting time1 bonus action
  • rangeSelf

  • componentsS
  • duration10 minutes

As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, a writhing lash of coagulated blood springs from your hand. This magic weapon lasts until the spell ends. It counts as a simple weapon with which you are proficient, and it has the light, finesse, and reach properties. You can choose to add your spellcasting modifier, instead of your Strength or Dexterity modifier, to attack and damage rolls with this weapon. Its damage die is equivalent to the hit die expended casting this spell, and the damage dealt is necrotic. Each time a creature takes damage from this magic weapon, its maximum hit points are reduced by an amount equal to the damage it took.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, when you take the Attack action, you can make two weapon attacks, provided both are with this magic weapon. When you use a spell slot of 5th level or higher, when you take the Attack action you

Paladin 1st level Conjuration

Paladin

Paladin

Inflict Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

At Higher Levels.The damage increases by 1d10 for each spell slot level above 1

Paladin 1st level Necromancy

Bloodletter

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a nonmagical weapon. Until the spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound.

Paladin 2st level Necromancy

Paladin

Paladin

Shatter

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a chip of mica

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.

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.The damage increases by 1d8 for each spell slot level above 2

Paladin 2st level Evocation

Hex

  • casting time1 bonus action
  • range90 feet

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

the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

At Higher Levels.Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours)

Ranger 1st level Enchantment

Blindness/Deafness

  • casting time1 action
  • range120 feet

  • componentsV
  • duration1 minute

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

At Higher Levels.You can target one additional creature for each spell slot level above 2

Ranger 2 st level Transmutation

Augury

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

1 crystal of power

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Omen - For Results That Will Be...
Weal - Good
Woe - Bad
Weal and woe - Good and bad
Indifference -Neither good nor bad

The spell doesn’t account for circumstances, such as other spells, that might change the results.

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Sorcerer 2st level Divination

1 1
make three weapon attacks, provided all are with this magic weapon. make three weapon attacks, provided all are with this magic weapon.
1 1
2 2
festering wound, ending the recurring damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the damage dealt by a festering wound by 1d6 for each slot level above 2nd.
festering wound, ending the recurring damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the damage dealt by a festering wound by 1d6 for each slot level above 2nd.
2 2
1 1
2 2
2 2

Augury

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.

Omens
Omen - For Results That Will Be...
Weal - Good
Woe - Bad
Weal and woe - Good and bad
Indifference - Neither good nor bad
The spell doesn’t account for circumstances, such as other spells, that might change the results.

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Sorcerer Level 2 Divination

Comprehend Languages

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of soot and salt

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.

Sorcerer Level 1 Divination

Hellish Rebuke

  • casting timeReaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
  • range60 feet

  • componentsV, S
  • durationInstantaneous

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Sorcerer Level 1 Evocation

Ray of Enfeeblement

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.

On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

Sorcerer Level 2 Necromancy

Bestow Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:

Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
The target has Disadvantage on attack rolls against you.
In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.

Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.

Sorcerer Level 3 Necromancy

Revivify

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

6 crystals of power

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.

Sorcerer Level 3 Necromancy

2 2
1 1
1 1
2 2
3 3
3 3