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Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).

Demonic Chaindagger Mage Conjuration cantrip

Booming Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS, M (a melee weapon worth at least 1 sp)
  • duration1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Demonic Chaindagger Mage Evocation cantrip

Green-Flame Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS, M (a melee weapon worth at least 1 sp)
  • durationInstantaneous

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Demonic Chaindagger Mage Evocation cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV, M (a firefly or phosphorescent moss)
  • duration1 hour

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.

Demonic Chaindagger Mage Evocation cantrip

Lightning Lure

  • casting time1 action
  • rangeSelf (15-foot radius)

  • componentsV
  • durationInstantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Demonic Chaindagger Mage Evocation cantrip

Message (Initiate of High Sorcery)

  • casting time1 action
  • range120 feet

  • componentsV, S, M (a short piece of copper wire)
  • duration1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Demonic Chaindagger Mage Transmutation cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Demonic Chaindagger Mage Transmutation cantrip

Detect Magic

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Demonic Chaindagger Mage 1st-level divination (ritual)

False Life (Initiate of High Sorcery)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (a small amount of alcohol or distilled spirits)
  • duration1 hour

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.

Demonic Chaindagger Mage 1st-level necromancy

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Hex (Initiate of High Sorcery)

  • casting time1 bonus action
  • range90 feet

  • componentsV, S, M (the petrified eye of a newt)
  • durationConcentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Demonic Chaindagger Mage 1st-level enchantment

Ice Knife

  • casting time1 action
  • range60 feet

  • componentsS, M (a drop of water or piece of ice)
  • durationInstantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Demonic Chaindagger Mage 1st-level conjuration

Searing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Demonic Chaindagger Mage 1st-level evocation

Shield

  • casting time1 reaction, which you take when you are hit by an attack
  • 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.

Demonic Chaindagger Mage 1st-level abjuration

Blur

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Demonic Chaindagger Mage 2nd-level illusion

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Demonic Chaindagger Mage 2nd-level conjuration

Arms of Plenty

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 rounds

Two clawed arms grow out of the subject's body. The arms are roughly humanoid, but are either scaly or furred and end in sharp talons. The spell transforms any clothing or armor worn by the creature to accommodate these additional arms, when the duration ends the creature's clothing and armor return to normal. Immediately after you take the Attack action on your turn, you can make two strikes as a bonus action. The claws deal 1d6 points of slashing damage plus the creature's respective ability modifier. The claws cannot be used to wield weapons or manipulate objects. The claws count as magic weapons for the purpose of overcoming damage reduction. If both claw attacks hit the same target, the arms can rend the target for extra damage equal to 2d6 points plus 1-1/2 times the subject's Strength modifier.

Demonic Chaindagger Mage 3st-level Transmutation

Dancing Chains

  • casting time1 action
  • range30 feet

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

Up to four chains come to live at your command. The chains increase to a size of 15 feet and sprout razor-edged barbs. As a bonus action, you can mentally command any chain you made with this spell (if you control multiple chains, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the chain will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the chain only defends itself against hostile creatures. Once given an order, the chain continues to follow it until its task is complete. If you command a chain to attack, it can make a single melee attack against a creature within 10 feet of it. It makes a slam attack with your spell attack bonus and does 2d4 piercing damage + your spellcasting ability modifier. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can animate two additional objects for each slot level above 4th.

Demonic Chaindagger Mage 4th-level Transmutation

Ride the Lightning

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV, S, M (a length of copper wire)
  • durationInstantaneous

You transform yourself into a bolt of lightning and teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the line created between your starting point and final destination takes 4d6 lightning damage unless they succeed on a Dexterity saving throw to halve the damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. In addition, you can teleport yourself an additional 10 feet further for each slot level above 4th.

Demonic Chaindagger Mage 4th-level conjuration

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Supernal Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon shatters the ambient magic surrounding the creature, and the attack deals an extra 4d6 force damage. If the creature is concentrating on a spell, that concentration is broken. In addition, any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spells' level. On a successful check, the spell ends.

Demonic Chaindagger Mage 4th-level evocation

Steel Wind Strike

  • casting time1 action
  • range30 feet

  • componentsS, M (a melee weapon worth at least 1 sp)
  • durationInstantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Demonic Chaindagger Mage 5th-level conjuration

True Seeing

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (an ointment for the eyes that costs 25 gp
  • duration is made from mushroom powder, saffron, and fat

and is consumed by the spell)

1 hour 6th-level divination

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