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Wall of Fire

  • casting time1 action
  • range120 feet

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

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Wizard 4th level Evocation

Corpse Explosion

  • casting time1 reaction, which you take when a creature you can see dies within 120 feet of you.
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You cause the triggering creature’s body to explode in a violent shower of gore and infected flesh. Creatures within 10 feet of a point centered on the triggering creature’s body take 4d8 necrotic damage and 4d8 acid damage, or half as much damage on a successful Dexterity saving throw.

At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 acid damage for each slot level above 4th.

Wizard 4th level Necromancy

Bloodworm

  • casting time1 action
  • range30 feet

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

a jar full of leeches

You infect a creature you can see within range with a magical disease in the form of a malignant parasite. Once per turn when a creature hits the infected target with a weapon attack, that attack deals an additional 4d6 necrotic damage, and the attacker regains hit points equal to the necrotic damage dealt. Each time the infected target takes this necrotic damage, it makes a Constitution saving throw against the spell. If the saving throw succeeds, the spel ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each slot level above 4th.

Wizard 4th level Necromancy

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