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Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

A piece of cured leather

You touch a willing creature who isn't wearing armor and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Additionally, once you cast this spell on a creature, you may recast this spell on that creature using an Action without expending a spell slot.

You may recast this spell on that creature as many times as you wish until you complete a Long Rest. After a Long Rest, you will need to expend a spell slot to cast this spell on that creature again.

Wizard 1st level Conjuration

Arcane Recovery

  • casting timeShort Rest
  • rangeSelf

  • componentsS
  • duration1 hour

You have learned to regain some of your magical energy by studying your spellbook.

When you finish a short rest, you can choose expended spell slots to recover and change out some of your prepared wizard spells.

The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

You may swap out a number of your prepared spells equal to half your proficiency bonus (rounded up) with other spells that are already in your spellbook.

Once you use this feature, you may not use it again until you complete a Long Rest.

Wizard,, Wizard Class Feature

Weapon Mastery

  • casting timeLong Rest
  • rangeSelf

  • componentsS
  • durationYour training with weapons allows you to prepare One Weapon Mastery property. You may use these Weapon Masteries on your turn when you are wielding a weapon that is compatible with one of your Weapon Masteries.

    You may only use one Weapon Mastery on your turn, unless otherwise stated.

    You gain an additional Weapon Mastery when you take additional levels in this class. At 4th Level you may prepare 2 Weapon Masteries, and at 11th Level you may prepare 3 Weapon Masteries.

    You may change any of your prepared Weapon masteries during a Long Rest

Paladin,,

Wizard,, Paladin Class Feature

Aristocacoles' Bodily Metamorphosis

  • casting time1 hour
  • rangeTouch

  • componentsV,S, M
  • durationInstantaneous

a small contained pool of water and a crushed unicorn horn which the spell consumes

Casting of this spell permanently alters the physical body of a humanoid creature into another type of humanoid body.
The target and caster must fully submerge in the pool prior to beginning the ritual which manipulates the flesh and function of the target's body into that of another humanoid's race.

The target loses their previous racial traits and instead gains the racial traits of another humanoid race, aside from their languages known. The age and lifespan of the humanoid's original race carries over as well. Should the target wish to alter their gender along with or instead of their race, they may choose to do so as well. When the ritual is complete, both the caster and the target gain one level of exhaustion.

Should the caster wish to cast this spell on themselves, they require the aid of another humanoid to assist. The assisting humanoid must succeed on a DC17 Arcana check to assist with the molding process.

Wizard,, 7th level Transmutation

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