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Alter Self [2/2]

  • casting time 1 action
  • range Self

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

[Change Appearance, cont.] At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Sorcerer 2nd level transmutation

Alter Self [1/2]

  • casting time 1 action
  • range Self

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

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation - You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance - You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance -----

Sorcerer 2nd level transmutation

Mirrored Agony

  • casting time 1 Reaction*
  • range 60 ft

  • components V, S, M
  • duration Instantaneous

Materials: a pin or needle

The triggering creature makes a Wisdom saving throw. On a failed save, it takes an amount of psychic damage equal to the damage it dealt to your ally. On a successful save, it takes half as much damage.

** which you take when a creature you can see within 60 feet of you damages your ally

Bard 5th level Abjuration

Pass Without Trace

  • casting time 1 action
  • range Self

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

Materials: Ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Druid 2nd-level Abjuration

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