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Find Familiar

  • casting time 1 hour or Ritual
  • range 10 feet

  • components V, S, M (buring incense worth 10+ GP, which the spell consumes)
  • duration Instantaneous

A spirit that takes an animal form you choose: Bat, Cat, From, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel or another beast that has a CR 0. The familiar is Celestial, Fey or Fiend instead of Beast.
Telepathic Connection: While within 100 feet of you, you can communicate with it telepathically. You can use a Bonus Action to see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special sense it has.
Also when you cast a spell with a range of touch, your familiar can use its reaction to deliver the touch.
Combat: The familiar is an ally and rolls Initiative and acts on it's own turn. A familiar can't attack, but can take other actions as normal.
You can use a magic action to disappear or reappear the familiar within 30 feet of you, leaving anything it is carrying behind.

Conjuration

Sanctuary

  • casting time Bonus Action
  • range 30 feet

  • components V, S, M (a shard of glass from a miror)
  • duration 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Abjuration

Healing Word

  • casting time Bonus Action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spell casting ability modifier.

Using a Higher-Level Spell Slot: The healing increases by 2d4 for each spell slot level above 1.

Abjuration

Command

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:

Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you but the fastest available means.
Grovel: The target has the Prone condition and then ends its turn.
Halt: On its turn, the target doesn't move and takes no action of Bonus Action.

Using a Higher-Level Spell Slot: You can affect one additional creature for each spell level above 1.

Encahntment

Bless

  • casting time Action
  • range 30 feet

  • components V, S, M (a Holy Symbol woth 5+ GP)
  • duration Concentration, up to 1 minute

You bless up to three creatures within range. Whenever a target makes and attack roll of a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot: You can target one additional creature for each slot level above 1.

Enchatment

Thaumaturgy

  • casting time Action
  • range 30 feet

  • components V
  • duration Up to 1 minute

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1 minute effects active at a time.
Alter Eyes: You alter the appearance of your eyes for 1 minute
Booming Voice: Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play: You cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible Hand: You instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom Sound: You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven or ominous whispers.
Tremors: You cause harmless tremors in the ground for 1 minute.

Transmutation

Toll the Dead

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of it's Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgrade: The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12) and 17 (4d8 or 4d12).

Necromancy

Prestidigitation

  • casting time Action
  • range 10 feet

  • components V, S
  • duration Up to 1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect: You create an instantaneous harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil: You instantaneously clean or soil an object no larger that 1 cubic foot.
Minor Sensation: You chill, warm or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark: You make a color, a small mark or a symbol appear on an object or a surface for 1 hour.
Minor Creation: You create a non-magical trinket or an illusory image that can fit in your hand. It can last until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Transmutation

Poison Spray

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You spray mist at a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade: The damage increases by 1d12 when you reach level 5 (2d12), 11 (3d12) and 17 (4d12)

Necromancy

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Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M (two lodestones)
  • duration Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wine-skin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can't restore magic to such and object.

Cleric Transmutation

Guidance

  • casting time Action
  • range Touch

  • components V, S
  • duration Concetraition up to 1 minute

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill

Cleric Divination

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