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Heroism

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 mins

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Battle Smith 1st Level Enchantment

Shield

  • casting timeReaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Battle Smith 1st Level Abjuration

Branding Smite

  • casting timeBonus
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 mins

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels:
When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Battle Smith 2nd Level Evocation

Warding Bond

  • casting timeAction
  • rangeTouch

  • componentsV, S, M(a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
  • duration1 hour

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.

Battle Smith 2nd Level Abjuration

Aura of Vitality

  • casting timeAction
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Battle Smith 3rd Level Evocation

Conjure Barrage

  • casting timeAction
  • rangeSelf (60-foot radius)

  • componentsV, S, M (one piece of ammunition or a thrown weapon)
  • durationInstantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Battle Smith 3rd Level Conjuration

Aura of Purity

  • casting timeAction
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 10 mins

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Battle Smith 4th Level Abjuration

Fire Shield

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a bit of phosphorus or a firefly)
  • duration10 mins

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Battle Smith 4th Level Evocation

Banishing Smite

  • casting timeBonus
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 mins

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Battle Smith 5th Level Abjuration

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Mass Cure Wounds

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Battle Smith 5th Level Evocation

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