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Features & Traits [1/2]

Widzenie w ciemnoci - Widzisz w przymionym wietle w promieniu 18m od ciebie, jakby byo jasne wiato, a w ciemnoci, jakby byo przymione wiato.

Odporno na ogie - Masz odporno na obraenia od ognia (50% obrae).

Temporal Awareness - moesz doda modyfikatory Inteligencji do swoich rzutw na inicjatyw.

Reach to the Blaze - Znasz sztuczk Produce flame. Od 3 poziomu, moesz rzuci zaklcie Burning Hands z t cech. Poczwszy od 5 poziomu, moesz take rzuci zaklcie Flame Blade z t cech, bez koniecznoci posiadania komponentu materialnego. Spell raz na long rest. Moesz take rzuci ktrekolwiek z tych zakl, korzystajc z dowolnych miejsc na zaklcia na odpowiednim poziomie.

Arcane Recovery Raz dziennie, po short rescie, moesz zregenerowaw wykorzystane miejsca na zaklcia o maksymalnym cznym poziomie poowy Twojego poziomu wizarda (maks lev 5 spelli)

Wizard Features & Traits

Features & Traits [2/2]


Chronal Shift - Moesz magicznie sprawowa ograniczon kontrol nad upywem czasu wok stworzenia. W reakcji, po tym jak ty lub istota, ktr widzisz w promieniu 9 metrw od ciebie, wykonacie rzut ataku, test zdolnoci lub rzut obronny, moesz zmusi t istot do ponownego rzutu. Podejmujesz t decyzj po sprawdzeniu, czy rzut si powid, czy nie. Cel musi wykorzysta wynik drugiego rzutu. Dwa razy na long rest.
Momentary Stasis Od 6 poziomu, moesz magicznie zmusi du lub mniejsz istot, ktr widzisz w promieniu 18m od ciebie, do wykonania rzutu obronnego na Kondycj przeciwko twojemu ST obronnemu na zaklcia. Jeli rzut obronny si nie powiedzie, istota znajduje si w polu magicznej energii do koca twojej nastpnej tury lub do momentu, gdy stwr odniesie jakiekolwiek obraenia. Otulone w ten sposb stworzenie jest obezwadniane i ma prdko 0. Moesz uy tej funkcji tyle razy, ile wynosi twj modyfikator Inteligencji na long rest

Wizard Features & Traits

Absorb Elements

  • casting time1 reaction
  • rangeSelf

  • componentsS
  • duration1 round

Only when you take acid, cold, fire, lightning, or thunder damage.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

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

Wizard 1st level Abjuration

Magnify Gravity

  • casting time1 action
  • range18m

  • componentsV, S
  • duration1 round

The gravity in a 3m-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

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

Wizard 1st level transmutation

Flaming Sphere

  • casting time1 action
  • range18m

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

A bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 1,5m sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn 1,5m from the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 9m. If you ram the sphere into a creature, that creature must make the saving (Dex) throw against the sphere damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 1,5m tall and jump it across pits up to 3m wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 6m radius and dim light for an additional 6m.

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

Wizard 2nd level Conjuration

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 9m to an unoccupied space that you can see.

Wizard 2nd level Conjuration

Flame Blade

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a leaf of sumac

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Wizard 2nd level Evocation

Fireball

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wizard 3rd level Evocation

Haste

  • casting time1 action
  • range30 feet

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

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Wizard 3rd level Transmutation

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Wizard

Chill Touch

  • casting time1 action
  • range36m

  • componentsV, S
  • duration1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Necromancy cantrip

Control Flames

  • casting time1 action
  • range18m

  • componentsS
  • durationInstantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 1,5m cube. You affect it in one of the following ways:
• You instantaneously expand the flame 1,5m in one direction, provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame, change its color, or both . The change lasts for 1 hour.
• You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Wizard Transmutation cantrip

Minor Illusion

  • casting time1 action
  • range9m

  • componentsS, M
  • duration1 minute

A bit of fleece

You create a sound or an image of an object.. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - it must be no larger than a 1,5m cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the illusion becomes faint to the creature.

Wizard Illusion cantrip

Produce Flame

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 3m radius and dim light for an additional 3m. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 9m of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

At Higher Levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Conjuration cantrip

Burning Hands

  • casting time1 action
  • rangeSelf (5m cone)

  • componentsV, S
  • durationInstantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 5m cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.

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

Wizard 1st level Evocation

Chromatic Orb

  • casting time1 action
  • range27m

  • componentsV, S, M
  • durationInstantaneous

A diamond worth at least 50 gp

You hurl a 10cm-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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

Wizard 1st level Evocation

Grease

  • casting time1 action
  • range18m

  • componentsV, S, M
  • duration1 minute

A bit of pork rind or butter

Slick grease covers the ground in a 3m square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Wizard 1st level Conjuration

Identify (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Wizard 1st level Divination

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Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

A piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends.

The target's base AC becomes 13 + its Dexterity modifier.

The spell ends it if the target dons armor or if you dismiss the spell as an action.

Wizard 1st level Abjuration

Magic Missile

  • casting time1 action
  • range36m

  • componentsV, S
  • durationInstantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels:: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Wizard 1st level Evocation

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Wizard 1st level Abjuration

Thunderwave

  • casting time1 action
  • rangeSelf (5m cube)

  • componentsV, S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 5m cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 3m away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 3m away from you by the spell's effect, and the spell emits a thunderous boom audible out to 90m.

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

Wizard 1st level Evocation

Scorching Ray

  • casting time1 action
  • range36m

  • componentsV, S
  • durationInstantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Wizard 2nd level Evocation

Web

  • casting time1 action
  • range18m

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

A bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a6m cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 1,5m.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 1,5m cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Wizard 2nd level Conjuration

Tasha's Mind Whip

  • casting time1 action
  • range27m

  • componentsV
  • duration1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action

Wizard 2nd-level enchantment

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