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Restoration

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a willing creature and instantly end one disease or one of the following conditions currently afflicting it: blinded, deafened, frightened, paralyzed, or poisoned.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the conditions and effects you can end increase, but the spell requires you to expend diamond dust of a certain value, which is consumed during casting:

Slot Level Value Conditions/Effects
3rd 10 gp Charmed, Exhaustion (1 level)
4th 50 gp Reduction to one Ability
Score or Hit Point Maximum
5th 100 gp Petrified, One Curse, or
Attunement to a Cursed Item

2nd-level Abjuration

Pass Without Trace

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

Ashes from a burned leaf of mistletoe

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, you and creatures of your choice within 30 feet are considered to be lightly obscured and gain a bonus to all Dexterity (Stealth) checks equal to your Spellcasting modifier. Creatures under the effect of this spell leave no track or trace of their passing.

2nd-level Abjuration

Magic Weapon

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a nonmagical weapon and imbue it with arcane power. For the duration, it becomes a magical weapon with a +1 bonus to attack and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the bonus is +2. When you use a spell slot of 6th-level or higher, the bonus increases to +3.

2nd-level Transmutation

Locate Creature 2/2

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

A magnet dipped in holy water

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the range and the type of creature you can locate increase as show in the table below:

Slot Level Range Creature Types
3rd 2 miles Dragon, Giant, Humanoid,
Monstrosity, Ooze
4th 3 miles Aberration, Construct, Undead
5th 5 miles Celestial, Elemental, Fey, Fiend

2nd-level Divination

Locate Creature 1/2

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

A magnet dipped in holy water

Describe or name a specific kind of beast or plant. It can be a specific creature known to you, or the nearest creature of a specific kind (such as a bear, oak, or horse), so long as you have seen such a creature within 30 feet at least once.

If one is within 1 mile, the material component of this spell points to it as if it were a compass. If the target is in motion, it points to it for as long as it remains in range. If the creature is in a different form, such as under the effect of the polymorph spell, this spell doesn't locate the creature.

This spell can't locate its target if any thickness of lead or 10 feet of running water blocks a straight line to the target.

2nd-level Divination

Cordon of Arrows

  • casting time 1 action
  • range 5 feet

  • components V, S, M
  • duration 8 hours

Three or more arrows or bolts

You plant three pieces of ranged weapon ammunition in the ground within range and transmute them to protect the area. The first creature to move within 30 feet of this enchanted ammunition must make a Dexterity saving throw. The target takes 3d6 piercing damage on a failed save, and half as much piercing damage on a successful save.

As part of casting this spell, you can designate any number of creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the amount of ammunition that can be transmuted increases by two for each slot level above 2nd. For each additional piece of ammunition you transmute with this spell, the damage increases by 1d6.

Artificer, Ranger 2nd-level Transmutation

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