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Grave Grasp

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a finger bone, or a claw

Skeletal arms and claws burst from the ground,
grabbing at every creature of your choice in a 10-foot
radius, centered on a solid surface of your choice
within range. Each creature must make a Strength
saving throw. A creature takes 2d6 bludgeoning
damage on a failed save and is restrained. A creature
takes half as much damage on a successful save and
is not restrained. A Large or larger creature has
advantage on the saving throw.
While restrained by this spell, a creature takes 2d6
bludgeoning damage at the start of each of its turns.
A creature restrained by the spell or one who can
touch the creature can use their action to make a
Strength check against your spell save DC. On a
success, the creature is freed.

Necromancer Necromancy

Curative Curse

  • casting time Bonus time
  • range 30 feet

  • components V, S
  • duration Concentration, 1h

You place a curse on a creature you can see within
range. The target must succeed on a Willpower saving throw or become cursed. A willing creature can choose to fail the saving throw. The cursed creature can't regain hit points by any means other than by your abilities, and immediately either takes 1d8 necrotic damage or gains 1d4 hit
points, your choice. Whenever the cursed creature
receives healing from a source other than you, it
instead takes necrotic damage equal to half the hit
points it would have received. On subsequent turns, if you cast a spell on the cursed creature that restores hit points, the creature gains an additional 2d4 hit points. The curse remains on the creature until you use a bonus action to end it. Additionally, you can use a bonus action to move the curse to another willing creature. The spell ends early if a remove curse spell or similar action is placed on the cursed creature.

Necromancer Necromancy

Expunge

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Instantaneous

You embrace the power of death to immediately end
either one disease, or end one spell or magical effect
that has inflicted you with the blinded, deafened,
frightened, paralyzed, poisoned, or restrained
condition.

Necromancer Necromancy

Shocking Siphon

  • casting time 1 reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

Spell can be casted as reaction which you take when a creature you can see dies within range

You violently drain the last spark of life from a corpse
creating a line of lightning that flows in a 5-foot line
from the corpse to yourself. Each creature in this line
must make an agility saving throw. The creature takes
3d8 lightning damage on a failed save, or half as
much on a successful one.
At Higher Levels. When you cast this spell at 3rd
level or higher, the damage increases by 1d8 for each
level above 2nd.

Necromancer Necromancy

Expunge

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Instantaneous

You embrace the power of death to immediately end
either one disease, or end one spell or magical effect
that has inflicted you with the blinded, deafened,
frightened, paralyzed, poisoned, or restrained
condition.

Necromancer Necromancy

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