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Acid Burn

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV,S
  • durationInstantaneous

You magically produce a spray of acidic formula in a 15-foot cone in front of you. All creatures in the cone must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

Dungeons of Drakkenheim Evocation Cantrip

Bacterial Barrage

  • casting time1 Action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

You attack a creature in range with a quick spreading infection that takes advantage of existing conditions. Make a ranged spell attack against a target, on a hit the infection does 1d8 necrotic damage to the target. If the target is suffering from the poisoned condition or a disease, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12)

Dungeons of Drakkenheim Necromancy Cantrip

Poison Needle

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

You launch a conjured dart coated with lethal poison at a creature you can see within range. Make a ranged spell attack against the target. on a hit, the target takes 1d10 poison damage.
If the poison damage reduces the target to 0 hit points, the target is stable put poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level(3d10), and 17th level (4d10)

Dungeons of Drakkenheim Conjuration Cantrip

Acrid Orb

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

a vial of stomach acid and a pinch of sulfate

You create an orb of acid gel and fling it at one creature within range. Make a ranged spell attack against the target. On a hit the target takes 2d6 acid damage. Whether the attack hits or misses, the orb explodes. The target an each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 acid damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the exploding acid damage increases by 1d6 for each slot level above 1st.

Dungeons of Drakkenheim 1st Level Evocation

Envenom

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration, up to 1 minute

a vial of basic poison

Choose a creature you can see within range to inflict with a magical poison. The target takes 2s4 poison damage and must make a constitution saving throw. On a failed saving throw, it becomes poisoned for the spell's duration.
While poisoned in this way, the target must make a Constitution saving throw at the end of each of its turns. It takes 2d4 poison damage on a failed save. On a success, the spell ends on the target.
A lesser restoration spell cast on the target ends this spell early.

At Higher Levels: If you cast this spell using a spell slot of 2nd or higher, you can target one additional creature for each slot level above 1st.

Dungeons of Drakkenheim 1st Level Conjuration

Infect

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration, up to 1 minute

a petri dish

You Inflict a creature you can see within range with a magical disease. At the start of each of the target's turns, it must make a Constitution saving throw. The creature takes 1d12 necrotic damage on a failed save or half as much on a successful one. If a target succeeds on three of these saves, the spell ends.
A lesser restoration spell cast on the target ends this spell early.

At Higher Levels: If you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d12 for every two slot levels above 1st.

Dungeons of Drakkenheim 1st Level Necromancy

Stream of Consumption

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration, up to 1 minute

For the spell's duration, your tongue becomes an elongated tether of necrotic green energy you can use to drink the vitality of other creatures. One creature of your choice within 60 feet of you that you can see must make a Constitution saving throw. On a failed save, the target gains 1 level of exhaustion, and you regain hit points equal to 1d4 + your spellcasting ability modifier.
On each of your turns until the spell ends, you can use your action to target the same creature or a different one, but can't target a creature again if it has succeeded on a saving throw against this casting of stream of consumption.

Dungeons of Drakkenheim 1st Level Necromancy

Toxic Shield

  • casting time1 action
  • rangeSelf

  • componentsS,M
  • durationConcentration, up to 1 minute

a drop of dwarven blood

You gain resistance to poison damage and advantage on saves against being poisoned for the duration. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield sprays them with poison, dealing 1d8 poison damage to the attacker.

At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d8 for every 2 slot levels above 1st.

Dungeons of Drakkenheim 1st Level Conjuration

Biohazard

  • casting time1 action
  • range120 feet (15-foot cube)

  • componentsV,S,M
  • duration1 minute

a withered root and a drop of vinegar

You coat a 15-foot-wide cube with toxic sludge for the spell's duration. the area is difficult terrain and filled with dangerous fumes. A creature that enters the area or starts its turn there must make a Constitution saving throw. On a failed saving throw, the creature takes 1d8 poison damage and is poisoned until the start of its next turn. Creatures are affected even if they hold their breath or don't need to breath.

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Dungeons of Drakkenheim 2nd Level Conjuration

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Caustic Grip

  • casting time1 action
  • rangeSelf

  • componentsS,M
  • durationConcentration, up to 1 minute

For the spell's duration, your hand secretes sticky burning acid which you can use to hold a creature in a painful clutch. When you cast this spell, and as an action on your turn until the spell ends, you can make a melee spell attack against one creature within 5 feet of you. On a hit, you deal 4d4 acid damage to the target, and the creature is restrained in your acidic grip until the end of your next turn. You can attack the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
A creature restrained by your grip can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. Each time a creature ends its turn restrained by this spell, it takes an additional 4d4 acid damage.

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Dungeons of Drakkenheim 2nd Level Evocation

Grasping Ghost

  • casting time1 action
  • range60 feet

  • componentsS,M
  • durationInstantaneous

a finger bone and a scrap of fabric

A flock of floating spectral hands appear and grasp a target you can see within range. The target must succeed on a Strength saving throw. A target takes 3d8 necrotic damage on a failed save, or half as much on a successful one.
In addition, on a failed saving throw the ghostly hands grapple the target until the end of your next turn, and immediately move the target up to 30feet in a direction of your choice (but not upward). On its turn, the creature can use an action to attempt to escape the grapple by making a Strength or Dexterity check (its choice) against your spell save DC. If it succeeds, the grapple ends.

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the grasping ghost can target one additional creature within range for each spell level above 2nd

Dungeons of Drakkenheim 2nd Level Necromancy

Invigorate

  • casting time1 action
  • range30 feet

  • componentsS,M
  • duration1 hour

a syringe and blood sample

Choose up to three creatures within range. Each target gains 10 temporary hit points.

At Higher Levels: If you cast this spell using a spell slot of 3rd or higher, the temporary hit points increase by 5 for each slot level above 2nd.

Dungeons of Drakkenheim 2nd Level Abjuration

Ocular Necrosis

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

Make a ranged spell attack against a creature you can see in range. If you hit, you wrack the creature with a deadly toxin that causes their eyes to bleed. The creature takes 2d6 necrotic damage and is blinded until the end of your next turn.

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 fir each slot above 2nd.

Dungeons of Drakkenheim 2nd Level Necromancy

Corrosive Blast

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV,S,M
  • durationInstantaneous

a vial of acid

A spew of acrid chemicals erupts from your hands. Each creature in a 30-foot must make a Dexterity saving throw. A creature takes 10d4 acid damage on a failed save, or half as much damage on a successful one.
The Acid destroys any objects made of organic materials in the spell's area. A creature killed by this spell has its flesh entirely dissolved, leaving behind only a corroded skeleton.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 2d4 for each slot level above 3rd.

Dungeons of Drakkenheim 3rd Level Evocation

Ferid Blade

  • casting time1 bonus action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration, up to 1 minute

a drop of acid and a pinch of iron dust

You coat a weapon you touch in an acidic substance. Until the spell ends, weapon attacks made with it deal an extra 2d4 acid damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
In addition, a creature hit with a melee attack using the weapon must make a Constitution saving throw. On a failed save, it becomes poisoned until the end of the attacker's next turn.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d4 for each slot level above 3rd.

Dungeons of Drakkenheim 3rd Level Evocation

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