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Chain of Conviction

  • casting time Bonus action
  • range 30 feet

  • components S
  • duration 1 minute

You hurl a spectral, barbed chain at a creature that you can see within range. The target makes a Strength saving throw. On a failed save, the target takes 2d6 Force damage, is pulled up to 30 feet toward you, and is bound by the chain. While bound by the chain, the creature is tethered to you and can't move or teleport to a space more than 30 feet away from you, and you have Advantage on attack rolls made against the creature.

On a successful save, the target takes half as much damage only. The bound target repeats the save at the end of each of its turns, ending the spell on itself on a success. If you are ever more than 30 feet away from the target, the spell ends.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Level 2 Conjuration

Aid

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration 8 hours


Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2.

Level 2 Abjuration

Aura of Vitality

  • casting time Action
  • range Self

  • components V
  • duration Concentration, up to 1 min


An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

Level 3 Abjuration

Prayer of Healing

  • casting time 10 min
  • range 30 feet

  • components V
  • duration Instantaneous


Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.

Level 2 Abjuration

Protection from Evil and Good

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 min

a flask of Holy Water


One willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Level 1 Abjuration

Detect Evil and Good

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 10 min


For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Level 1 Divination

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