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Can't Trip

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 round

Choose a willing creature within range that you can see. Until the end of your next turn, that creature is immune to the prone condition. If it is already prone and is not restrained, this spell sets it on its feet.
The number of creatures you can simultaneously target with this spell increases by 1 when you reach 5th level (2 creatures), 11th level (3 creatures), and 17th level (4 creatures).

Tamer Abjuration cantrip

Ferocious Strike

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

With a pulse of adrenaline, a tremendous ferocity comes upon you. Make one weapon attack against a target within your reach or range. If this attack hits, the target takes additional 1d4 damage of the weapon's damage type.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Tamer Transmutation cantrip

Guidance

  • casting time 1 action
  • range Touch

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Tamer Divination cantrip

Howl

  • casting time 1 action
  • range Self (1000-foot-radius sphere))

  • components V
  • duration 1 round

You utter a bestial, magically-augmented howl that can be heard for 1000 feet. The howl can manifest as any animal call you've heard, such as the screech of a hawk or trumpet of an elephant. Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner.
Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl's meaning. Otherwise, the howl is unintelligible to creatures that can hear it.

Tamer Transmutation cantrip

Light

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Tamer Evocation cantrip

Primal Scent

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You inhale deeply, magically enhancing the scents that surround you. You have advantage on the next ability check you make that relies on smell, and you can treat a roll of 4 or lower as a 5.
When you reach higher levels, this spell gives you an increasingly astute ability to identify the source of the scents around you. When you reach 5th level, whenever you make an ability check that relies on smell, you can treat a d20 roll of 7 or lower as an 8. At 11th level, a roll of 10 or lower is treated as an 11, and at 17th level, a roll of 13 or lower is treated as a 14.

Tamer Divination cantrip

Resistance

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

a miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Tamer Abjuration cantrip

Smokescreen

  • casting time 1 action
  • range Self (5-foot-radius, 10-foot-high cylinder)

  • components V, S, M
  • duration Concentration, up to 1 round

a puffball mushroom

You spew a thick cloud of dense black smoke that forms a 5-foot-diameter, 10-foot-high cylinder centered on you that lasts until the start of your next turn. The smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or moves with you, centered on you.
When you reach higher levels, the size of the cloud you can create with this spell increases. When you reach 5th level, the cloud has a maximum diameter of 15 feet and a height of 20 feet, at 11th level this increases to 25 feet and 30 feet, and at 17th level this increases to 35 feet and 40 feet. You choose how big the cloud is in each dimension up to this maximum each time that you cast it.

Tamer Conjuration cantrip

Spare the Dying

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Tamer Necromancy cantrip

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Stalker's Eye

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

a small magnifying lens

A willing creature you touch gains a preternatural ability to perceive the weaknesses in a creature's defenses. The first time the creature makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends.
This spell augments the creature's ability to strike at vital points when you reach certain levels. When you reach 5th level, the augmented attack scores a critical hit on a roll of 19 or 20. At 11th level, this range is increased to 18 to 20, and at 17th level, this range becomes 17 to 20.

Tamer Enchantment cantrip

Vicious Mockery

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Tamer Enchantment cantrip

Chameleon Skin

  • casting time 1 action
  • range Touch

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

red, yellow, and blue pigment

You imbue a creature you touch with pigment so that its skin, and anything it wears or carries, slowly shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured.
If the target did not move during its last turn, creatures have disadvantage on any Wisdom (Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Tamer (*)(Splicer) 1st level Transmutation

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Tamer 1st level Evocation

Detect Magic

  • casting time 1 action
  • range Self

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Tamer 1st level Divination

Disguise Self

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Tamer (Splicer) 1st level Illusion

Expeditious Retreat

  • casting time 1 bonus action
  • range Self

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

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Tamer 1st level Transmutation

Faerie Fire

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Tamer 1st level Evocation

False Life

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Tamer 1st level Necromancy

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Feather Fall

  • casting time 1 reaction
  • range 60 feet

  • components V, M
  • duration 1 minute

a small feather or piece of down

Reaction - when you or a creature within 60 feet of you falls.
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Tamer 1st level Transmutation

Flipperform

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

a fish's fin

You change the morphology of a willing creature within range. It grows webbed fingers and gains a swimming speed equal to its walking speed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. In addition, the duration of the spell doubles for each slot level above 1st.

Tamer 1st level Transmutation

Grease

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 minute

a bit of pork rind or butter

Slick grease covers the ground in a 10-foot 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.

Tamer 1st level Conjuration

Healing Word

  • casting time 1 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 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Tamer 1st level Evocation

Heroism

  • casting time 1 action
  • range Touch

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

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.

Tamer 1st level Enchantment

Identify

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

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.

Tamer 1st level Divination

Initiative

  • casting time 1 reaction
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a coffee bean

Reaction - When initiative is rolled.
Choose a willing creature you can see within range, it begins to subtly jitter as its pupils dilate:

  • If the target is surprised, it is no longer surprised, and takes its turn on the first round as normal.
  • If the target is not surprised, it gains advantage on the initiative roll that prompted this spell.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you may target one additional creature for each spell slot above 1st.
  • Tamer 1st level Enchantment

    Jump

    • casting time 1 action
    • range Touch

    • components V, S, M
    • duration 1 minute

    a grasshopper's hind leg

    You touch a creature. The creature's jump distance is tripled until the spell ends.

    Tamer 1st level Transmutation

    Longstrider

    • casting time 1 action
    • range Touch

    • components V, S, M
    • duration 1 hour

    a pinch of dirt

    You touch a creature. The target's speed increases by 10 feet until the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    Tamer 1st level Transmutation

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    Peppermint Plate

    • casting time 1 action
    • range Self

    • components V, S, M
    • duration Concentration, up to 1 hour

    a well-chewed peppermint chewing gum

    A protective layer of hot, hard peppermint icing coats you. For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st.

    Tamer 1st level Abjuration

    Protection from Evil and Good

    • casting time 1 action
    • range Touch

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

    holy water or powdered silver and iron, which the spell consumes

    Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits:

  • Creatures of those types have disadvantage on attack rolls against the target.
  • The target also can't be charmed, frightened, or possessed by them.
  • If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    Tamer 1st level Abjuration

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