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Blades of Blood

  • casting time 1 action
  • range 30 feet

  • components,S,M
  • duration Instantaneous

The Caster's Own Blood, Sulfur

You use your own blood to fuel a magical, claw-like attack. Make a ranged spell attack against a creature you can reach. On a hit, you deal 3d8 magical slashing damage to the target.You can choose to 'charge up' your attack by drawing even more of your own blood and add an aditional 2d8 damage. ,To do so, roll 3d6. You lose hit points equal to the result of this roll. You must choose whether or not to charge up before you know if your attack hits or misses. ,You cannot cast this spell if you are at maximum hit points, unless you 'charge up' the spell.At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of the attack increases with 1d8 for each level after 2nd. ,The aditional damage of the charged up attack increases with 1d8 for each level after 2nd, but the amount of hit points you lose if you charge up the attack also increases, with 1d6 for each level after 2nd. p.s This is a spell I made for my second ever D&D campaign it's based off an attack from the anime Inuyasha.,

Paladin 2nd-level Necromancy

Wall of Stone [1/2]

  • casting time 1 action
  • range 120 feet

  • components V,S,M
  • duration Concentration

a small block of granite

up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively,you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears,the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface),that creature can make a Dexterity saving throw. On a success,it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire,though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any irm foundation. It must,however,merge with and be solidly supported by existing stone. Thus,you can use this spell to bridge a chasm or create a ramp. If you create a span

Paladin 5th-level evocation

Wall of Stone [2/2]

  • casting time 1 action
  • range 120 feet

  • components V,S,M
  • duration Concentration

a small block of granite

greater than 20 feet in length,you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations,battlements,and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration,the wall becomes permanent and can’t be dispelled. Otherwise,the wall disappears when the spell ends.

Paladin 5th-level evocation

Warding Bond

  • casting time 1 action
  • range Touch

  • components V,S,M
  • duration 1 hour

a pair of platinum rings worth at least 50 gp each,which you and the target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you,it gains a +1 bonus to AC and saving throws,and it has resistance to all damage. Also,each time it takes damage,you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.,,

Paladin 2nd-level abjuration

Web

  • casting time 1 action
  • range 60 feet

  • components V,S,M
  • duration Concentration

a bit of spiderweb

up to 1 hour You conjure a mass of thick,sticky webbing at a point of your choice within range. The webs ill a 20-foot cube from that point for the duration. The webs are diicult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a loor,wall,or ceiling,the conjured web collapses on itself,and the spell ends at the start of your next turn. Webs layered over a lat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save,the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds,it is no longer restrained. The webs are lammable. Any 5-foot cube of webs exposed to ire burns away in 1 round,dealing 2d4 ire damage to any creature that starts its turn in the ire.,,

Paladin 2nd-level conjuration

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