Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Consumption

  • casting time 1 Action
  • range 60 feet

  • components V, S, M *
  • duration Concentration 1 min

* a malnourished leech

As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, choose a creature within range and roll the hit die. The creature loses a number of hit points equal to the result. For the duration of the spell, the creature must make a Constitution saving throw at the end of each of its turns. On a failure, roll the hit die expended to cast this spell again, and the creature loses hit points equal to the result. On a success, this effect ends for the creature.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, choose an additional target for the spell for each slot level above 1st.

Druid Sorcerer Wizard 1 Lvl Evocation Sangro

Creeping Touch

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration 10 min

You detach your hand at the wrist, transforming it into a spider. While the spider is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

If the spider is killed or prevented from returning to you, your hand is restored, but you take 1d6 points of psychic damage. If you command the spider to return, it crawls back to your wrist, and the spell ends.

Bard Sorcerer Wiz Warlock 1 Lvl Transmutation

Fiend Flesh

  • casting time 1 Action
  • range Touch

  • components V, S, M *
  • duration Concentration 1 hour

* a handful of sulfur

You touch a willing creature. Until the spell ends, the target’s skin has a red, scaly appearance, and the target has resistance to cold, fire, and lightning damage. For the duration, they also gain immunity to poison damage.

Bard Cleric Sorcerer Warlock Wiz 2 Lvl Transmutation

Theft of Vitae

  • casting time 1 Reaction *
  • range Self

  • components V, S
  • duration Instantaneous

(* which you take when a creature you can see within 30ft takes damage) As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, roll the hit dice and the creature takes necrotic damage equal to the result, then you gain a number of temporary hit points equal to the triggering damage plus this necrotic damage you dealt, to a maximum of 25.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of temporary hit points you can gain from casting it increases by 10 for each slot level above 2nd.

Druid Sorcerer Wizard 2nd Lvl Transmutation Sangro

Wrack

  • casting time 1 Action
  • range 30 feet

  • components V, S, M *
  • duration Concentration 1 min

* a frayed piece of cord

Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be afflicted with excruciating muscle spasms for the duration. A creature affected in this way has its speed halved and rolls attacks with disadvantage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Cleric 2nd Level Necromancy

Wilting Smite

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Concentration 1 min

As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, the next time you hit a creature with a melee weapon attack during this spell’s duration, blood flows over your weapon then desiccates into black spores falling onto the attack’s target, and the attack deals an extra necrotic damage to the target. Roll the hit dice expended to cast this spell, and the total equals the amount of this extra necrotic damage. Additionally, the creature loses all damage resistances it has until the start of your next turn.

Paladin 2nd Lvl Transmutation Sangromancy

Wall of Gloom

  • casting time 1 Action
  • range 120 feet

  • components V, S, M *
  • duration 10 minutes

* a vial of tears

You create a wall of swirling grey energy, formed of the psychic pain of forlorn loss. The wall appears within range on a solid surface & lasts for the duration. You choose to make them all up to 60 ft long, 10 ft high, & 5 ft thick or a circle that has a 20-ft diameter & is up to 20 ft high & 5 ft thick—the wall blocks line of sight. The wall radiates dim light out to a range of 100 ft. You & creatures you designate at the time of casting can pass through & remain near the wall without harm. If another creature moves within 20 ft of it or starts its turn there, it must succeed a CHA saving throw or become incapacitated for one round as they are overcome with a flood of negative feelings. A creature can move through the wall, though it is emotionally draining. The 1st time a creature enters or ends its turn in the wall, the creature must make a CHA saving throw, taking one level of exhaustion on a failed save.

Bard Wizard 8th Level Conjuration

Undead Enthrallment

  • casting time 1 hour
  • range 10 feet

  • components V, S, M *
  • duration Instantaneous

* a clay pot filled with brackish water, another filled with grave dirt, & a black onyx stone worth at least 500GP per corpse

Only cast at night. Choose a corpse or a number of corpses, within range equal to the size of the creature you are animating (GM will choose how many corpses are needed). Imbue the target with a foul mimicry of life, raising it as an undead creature of CR 3 or lower (GM has its game stats). On each of your turns, use a bonus action to mentally command any you made within 60 ft of you. (If you control multiples, command any or all of them at the same time with the same command). Decide its action & movement during its next turn or give a general command (eg. guard a place). It follows your command until complete. Uncommanded, it defends itself against hostiles. It's under your control for 24 hrs, after which it stops obeying unless you recast this spell on it before the spell ends (this method doesn't animate a new creature). Any creature maintained (max. of 4) with this for 30 days is permanently under your control.

Cleric Warlock 8th Level Necromancy

Supernal Smite

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Concentration 1 min

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.

Paladin 4th Level Evocation

1 1
1 1
2 2
2 2
0 0
2 2
8 8
8 8
4 4

Suffocate

  • casting time 1 Action
  • range 60 feet

  • components V, S, M *
  • duration Concentration 1 min

* a leather glove

You create a pair of grasping hands made from invisible forces. Make a spell attack against one creature that you can see within range. On a hit, the creature is restrained as the hands crush their throat or bodily equivalent.

If the creature requires air to breathe, it begins to suffocate. A suffocating creature can survive for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round). At the start of its next turn after those rounds are over, it becomes unconscious, and it can’t regain hit points until it can breathe again.

A conscious creature restrained by the hands can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the spell ends on the target.

Bard Sorcerer Wizard Warlock 3rd Level Conjuration

Steal Immortality

  • casting time 1 Reaction **
  • range 300 feet

  • components V, S, M *
  • duration Instantaneous

* the skull of a humanoid encrusted in gems worth at least 1,000GP, consumed by the spell

(** taken when a celestial, elemental, fey, fiend or undead within range that you see drops to 0 HP)
To cast, expend 9 hit dice. Roll the expended dice (total = “mortal hit points”) & the creature who triggered this immediately dies or is destroyed (if normally returns to its own plane). Change your creature type to its instead. You're immune to poison & disease, no longer need to eat, drink, or breathe, resistant to nonmagical damage, & gain a benefit dependent on your new type: Celestial: resistance to radiant & necrotic damage & a fly speed of 60 ft. Elemental: resistance to acid, cold, fire, lightning, & thunder damage. Fey: use a bonus action on each turn to be invisible until your next turn or teleport up to 60 ft in any direction. Fiend: resistance to cold & fire damage & a fly speed of 60 ft. Undead: immune to necrotic damage & being charmed or frightened. Creature type is kept until you recast the spell, immediately ending it, or you drop to 0 HP (your type returns to normal & your hp to your mortal hit points number.

Warlock 9th Lvl Transmutation Sangromancy

Spirit Swarm

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Concentration 1 min

You invite spirits to take their revenge upon a target. A creature that you can see within range must make a Charisma saving throw. A creature with a Charisma score of 2 or lower can’t be affected by this spell. A target takes 8d8 psychic damage on a failed save and is frightened of you until the spell ends. On a successful save, a target takes half damage and is not frightened.

Cleric Wizard 5th Level Necromancy

Serpent Tongue

  • casting time 1 Bonus Action
  • range Self

  • components V, S
  • duration 1 minute

You transform your tongue into a poisonous serpent for the duration. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 piercing damage and must succeed on a Constitution saving throw or become poisoned. A poisoned creature can repeat this saving throw at the end of each turn, ending the condition on a success.

As a bonus action on your turn, you can repeat the attack against a creature within 5 feet of you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every level above 3rd.

Warlock Wizard 3rd Level Transmutation

Sense Lifeblood

  • casting time 1 Bonus Action
  • range Self

  • components S
  • duration Concentration 1 min

As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, you can sense the lifeblood flowing within creatures you can see. For the duration of the spell, you can sense whether and how two or more creatures you can see are related biologically. In addition, you know whether the creature’s current hit points are equal to or below half their maximum hit points and, when you deal damage to such a creature, you roll two additional dice to deal bonus damage. The dice rolled to determine this bonus damage are the same as the two you expended to cast this spell.

At Higher Levels. When you cast this spell with a 4th or 5th level spell slot, you can maintain concentration on this spell for up to 1 hour. When you cast this spell with a 6th level or higher spell slot, you can maintain concentration on this spell for up to 8 hours.

Druid Ranger 2nd Lvl Divination Sangromancy

Sanguine Shield

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration 1 min

As part of casting this spell, you must expend two hit dice or the spell automatically fails. You draw lifeforce from those injured around you to create a swirling shield of blood. You gain 5 temporary hit points for each creature within a 30 feet radius that is below its hit point maximum (including you) to a maximum of 15. While you have these hit points, you are considered to be behind half cover for any ranged attack made against you. When this spell ends, all remaining temporary hit points provided by it are lost.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum number of temporary hit points you can gain from casting it increases by 5 for each two slot levels above 2nd.

Sorcerer Wizard 2nd Lvl Abjuration Sangromancy

Sanguine Poppet

  • casting time 1 minute
  • range Touch

  • components V, S, M *
  • duration Concentration 1 hr

* an object shaped like a creature worth 1CP or more

To cast, expend 3 hit dice or the spell auto fails. Smear the material component used to cast this spell with your blood, which shudders & becomes a sanguine poppet under your control. Its AC equals 10 + your proficiency bonus + your spellcasting ability modifier & 30 hp. If it's ever reduced to 0 hp or more than 1 mile away, the spell ends. As a bonus action on your turn, it can walk or climb up to 30 ft, & you can see & hear through it until the start of your next turn. As an action, you can cause it to self-destruct in an explosion of blood, ending the spell. Roll the hit dice expended casting this spell, & each creature within 30 ft of it must succeed on a CON saving throw or take necrotic damage equal to the result. Creatures who succeed take half the damage. At Higher Levels. If cast at 4th lvl or higher, expend an additional hit die for each spell slot level above 3rd & the duration of this increases by 1 hr for each spell level above 3rd.

Bard Warlock 3rd Lvl Transmutation Sangromancy

Ride the Lightning

  • casting time 1 Action
  • range Self

  • components V, S, M *
  • duration Instantaneous

* a length of copper wire

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.

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.

Druid Sorcerer Wizard 4th Level Conjuration

Red Rain [1/2]

  • casting time 10 minutes
  • range Self

  • components V, S, M *
  • duration Concentration 8 hrs

* a sponge soaked in blood

To cast, expend 8 hit dice or the spell fails. Over the next 1d6 x 5 min the sky darkens & thick droplets of blood begin to rain down everywhere w/i 5 miles of you. Creatures w/i 5 miles gain a level of exhaustion every 10 min they are directly exposed. Each time a creature gains a level of exhaustion from this, it takes 2d10 necrotic damage & has its max HP reduced by an equal amount until it's no longer exhausted. While a creature has any levels of exhaustion caused by this, it auto fails all saving throws against being poisoned or diseased. Beasts & plant creatures within the area of effect of this spell must succeed a WIS saving throw or be frightened until they have spent 1 min or longer outside the AOE of this. Mundane plants within the AOE wither & die after exposure for at least 10 min. For each hour you maintain concentration on this, roll 1 of the hit dice expended in the casting, then total the results at the end of the spell. The total equals the number of days before beasts will willingly return to & plants can begin

Cleric Warlock 8th Lvl Conjuration Sangromancy

3 3
9 9
5 5
3 3
2 2
2 2
3 3
4 4
8 8

Red Rain [2/2]

  • casting time 10 minutes
  • range Self

  • components V, S, M *
  • duration Concentration 8 hrs

* a sponge soaked in blood

to regrow in the area that was affected by this spell.

Cleric Warlock 8th Lvl Conjuration Sangromancy

Reanimate

  • casting time 1 Action
  • range Touch

  • components V, S, M *
  • duration Instantaneous

* a melange of wilted daisies & other herbal powders worth at least 300GP, which the spell consumes

As part of casting this spell you must expend three hit dice or the spell automatically fails. If you do, you can touch a creature who has died within the last 10 minutes and return it to life with 1 hit point. In addition, roll the hit dice you expended casting this spell, and the creature gains temporary hit points equal to the result.

At the start of each of the target creature’s turns, it loses 1 temporary hit point granted by this spell. While the creature has any temporary hit points granted by this spell it moves with unnatural vigor, gaining a +2 bonus to all ability checks, attack rolls, and saving throws. Once it loses all remaining temporary hit points granted by this spell, the creature gains a level of exhaustion.

This spell can’t return to life a creature who has died of old age, nor can it restore missing body parts.

Druid 3rd Lvl Evocation Sangromancy

Phoenix Flames

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Instantaneous

You immolate yourself, consuming your body in a searing cloud of holy flames. All creatures within 20 feet of you must make a Constitution saving throw or take 30d6 radiant damage and gain one level of exhaustion. On a successful save, a creature takes half damage and is not exhausted. If a target is killed by this damage, its body is incinerated.

After 10 minutes, you rise from the ashes where you originally cast the spell. You are returned fully to life as if you were affected by a true resurrection spell.

Cleric Druid Sorcerer 9th Level Evocation

Neutralise Aura

  • casting time 1 minute
  • range Touch

  • components V, S, M *
  • duration Concentration 1 hr

* a sprig of sage

You touch a willing creature and neutralize their aura. Until the spell ends, the target cannot be magically perceived by fey, fiends, celestials, or undead. If the affected creature makes an attack, casts a spell, deals damage, takes damage, or steps within 5 feet of one of the named creatures, 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.

Bard Cleric Paladin 1st Level Abjuration

Mortality

  • casting time 1 Action
  • range 120 feet

  • components V, S, M *
  • duration Concentration 1 min

* the skull of humanoid encrusted in gems worth at least 200GP

To cast, you must expend 5 hit dice or the spell automatically fails. When you do, choose an aberration, celestial, elemental, fey, or fiend within range and condemn it to a taste of mortality. The creature must succeed on a CHA saving throw or have its current & max hit points reduced. Roll the hit dice expended to cast this spell to determine the amount the creature’s current & max hit points are reduced by. Also, for its duration, a creature that fails the saving throw loses all damage immunities & resistances, its creature type changes to humanoid, & takes an additional 1d4 necrotic damage each time it takes damage. If a creature affected by this spell is reduced to 0 hit points, these changes become permanent and the creature dies. This final effect of the spell can only be reversed if the creature is restored to life and targeted by a remove curse spell or similar magic.

Sorcerer 5th Lvl Transmutation Sangromancy

Mirror Spell

  • casting time Reaction *
  • range 60 feet

  • components V, S
  • duration Instantaneous

(* which you take when you see a creature within 60ft of you casting a spell) Attempt to copy & cast a spell that you can see being cast. If the targeted spell is 2nd level or lower, then the spell is automatically copied. Copying a spell of 3rd level or higher requires a successful ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the spell is copied, and you cast that spell at the lowest it can be cast. You can only copy spells of a lesser or equal level to the spell used to cast Mirror Spell. You can choose new targets for the copied spell. The following rules apply:
- You cannot copy your own spell.
- You can only copy spells cast by creatures.
- For all intents & purposes, you are the original caster of the mirrored spell & your spellcaster ability modifier is used if required. The same is true for saving throw DCs & attack modifiers.
At Higher Levels. If cast at 4th level or higher, you can copy a spell of equal or lower level.

Warlock Sorcerer 3rd Level Abjuration

Magic Mirror

  • casting time 1 Action
  • range Self

  • components V, S, M *
  • duration Instantaneous

* a polished silver marble

A momentary bubble of iridescent energy shimmers in the air between you and the caster of the triggering spell. The spell is redirected to a creature of your choice that you can see within 60 feet. If the spell is 5th level or lower, you are no longer a target of the spell and the chosen creature is instead. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, you are no longer a target of the spell and the chosen creature is instead. On a failed check, you remain the target of the triggering spell.

Sorcerer Warlock 5th Level Abjuration

Little Death

  • casting time 1 Action
  • range Self

  • components S, M *
  • duration Up to 8 hours

* an item of personal sentimental value worth at least 1 SP

When cast, drop to 0 hit points & die. At the start of your next turn, become a ghost in the same space as your corpse. Use the ghost’s game stats, keeping your alignment & personality but only use abilities detailed in the ghost’s game stats. Also, add your proficiency bonus to your attack rolls & the DC of saving throws your ghost abilities force others to make. *DM secretly rolls 1d8. The spell ends after the hours equal to the roll have passed or if you're reduced to 0 HP as a ghost or you use an action to do so. If the material component used to cast this remains on your corpse, return to life with current HP equal to half your max HP. If not, you must make death saving throws as normal. If your body is destroyed or damaged beyond survival while under this spell, duration is indefinite & remain a ghost until reduced to 0 HP, destroyed by any other effect, or your body is targeted by an effect that returns life to the dead (eg. raise dead, resurrection).

Warlock 5th Level Necromancy

Life Tether

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Concentration 1 min

The target must make a Wisdom saving throw. On a failure, a sickly green ethereal tether forms between you and your target. Whenever you take damage, each tethered target takes half that amount as necrotic damage. Damage dealt this way is distributed after any damage resistances or immunities are applied. If a target with a tether drops to 0 Hit Points, they are no longer affected by the tether. As a bonus action you can move the tether from one fallen foe to another target. The new target must succeed on a Wisdom saving throw or also be subject to the effects of this spell. A target may only have one tether attached to them from any instance of this spell at a given time.

At Higher Levels. When casting this spell using a spell slot of 4th level or higher, the number of tethers created is increased by one for every two slots levels above the 2nd.

Cleric Sorcerer Warlock 2nd Level Necromancy

8 8
3 3
9 9
1 1
5 5
3 3
5 5
5 5
2 2

Investiture of Venom

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration 10 min

Until the spell ends, your veins bulge & become visibly green, your eyes weep constantly with liquid poison, & you gain the following benefits:
- You are immune to poison damage & the poisoned condition.
- Choose a creature you can see w/i 30 ft & know if it has poison resistance or immunity & if it's immune to the poisoned condition.
- Use a bonus action on your turn & choose a creature w/i 30 ft. That creature must make a CON saving throw. On a fail, it loses any resistance or immunity to poison damage or the poisoned condition until the end of your next turn.
- Use your action to launch a geyser of toxins in a line 15 ft long & 5 ft wide extending from you in a chosen direction. Each creature in the line must make a CON saving throw or take 4d6 poison damage on a fail (poisoned until end of your next turn), or half as much damage on a save.

Druid Ranger 5th Level Transmutation

Intaglio

  • casting time 1 Action
  • range 5 feet

  • components V, S, M *
  • duration Concentration 1 hr

* a quill or a vial of ink

You transform a piece of parchment into a duplicate of a text or symbol. While concentrating on this spell, you can use an action to trace your hand over any non-magical text or imagery on a surface within range. You imprint the text or imagery onto parchment you provide, choosing how to resize or crop it. This spell copies a single page with each action, and cannot copy sections larger than 9X12 inches at a time. When copying a spell book, you can do so using the same method as you would replace a spell book, except the time and gp requirements are both halved.

* ritual

Bard Cleric Paladin 1st Lvl Transmutation Ritual

Incite Riot

  • casting time 1 Action
  • range 30 feet

  • components V, S, M *
  • duration Concentration 1 min

* a red handkerchief

When you cast this spell, you wave the red handkerchief used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends or until you or your allies do anything harmful to it. While charmed in this way, it must use its turn to make unarmed strikes against the nearest creature (other than you) or use its turn moving to the nearest target.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Bard Sorcerer Wizard Warlock 5th Level Enchantment

Illusory Instrument

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration 10 minutes

Create an illusionary copy of a mundane musical instrument which takes on the shape of your fondest memory of it (eg. first flute you owned, half harp gifted to you by a loved one). This illusion moves as its physical counterpart would but is weightless, tangible only to its caster, & may be used as a spellcasting focus. It dissipates if the spellcaster moves 10 ft away from it or chooses to end the spell. As a bonus action, command your instrument to create 1 of the following effects:
- Mimic basic sounds heard on a daily basis (eg. bird chirping, footsteps, or a slamming door).
- Automatically play a basic beat at your chosen tempo.
- Record anything played on it & loop playback
- Record & playback any noise it could pick up within 15 feet, such as conversation, a royal decree, or a snoring party member who swears that they don't.

Bard Warlock Illusion Cantrip

Hunter Sense

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Concentration 1 min

You touch one willing creature. While this spell is active, the target’s senses are heightened. If the target rolls a 9 or below on the die when making a Wisdom (Perception) check, they instead act as if they rolled a 10.

Druid Ranger Divination Cantrip

Holy Word

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You mutter a word of the divine under your breath, being careful not to speak it any louder, for such celestial power is not for the tainted and unworthy. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. If you hit an undead, fiend, or fey, then its speed is reduced by 10 feet and it cannot take reactions until the end of its next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).

Cleric Evocation Cantrip

Heartseeker

  • casting time 1 Action
  • range 300 feet

  • components V, S, M *
  • duration Concentration 1 min

* a ruby worth at least 100 GP

To cast, you must expend 6 hit dice or the spell auto fails. When you do, blood flows from your body then crystallizes into a barbed arrow & launches at a creature of your choice within range. Make a ranged spell attack against it. On a hit, roll the hit dice expended & the creature takes piercing damage equal to the result. Once lodged in the creature, the bloody arrow begins to burrow towards its heart, rendering it vulnerable to further attacks. At the start of the creature’s next turn, it must make a CON saving throw. On a fail, attacks against it score critical hits on a 19 or 20 on the attack roll. At the start of each of the creature’s turns afterwards, it must repeat the CON saving throw or the critical hit range on attacks against the creature increases by 1 again. If the creature succeeds on 3 of these saving throws (saves can be non-consecutive) this spell ends. The increased critical hit range ends with the spell.

Sorcerer Wizard 6th Lvl Evocation Sangromancy

Greater Animate Dead [1/2]

  • casting time 1 Minute
  • range 10 feet

  • components V, S, M *
  • duration Instantaneous

worth min 75GP for each level of CR you animate

(* drop of blood, piece of flesh, pinch of bone dust, & back onyx stone ) Only cast at night. Choose 1 or more corpses w/i range equal to size of creatures you're animating (GM discretion of corpses needed). You can animate a number of large/ smaller undead creatures equaling a total CR of 2 or less. On each of your turns, use a bonus action to mentally command your creature w/i 120 ft. (you can command multiple simultaneously with same command), Decide its action & movement for its next turn, or give a general command (guard a chamber/ corridor). W/o commands, the creature only defends itself against hostiles. Once given an order, it follows until complete. The creature is in your control for 24 hrs, after which it stops obeying you. You must cast this spell on it again before the current 24-hour period ends to keep control (reassert your control over 1 creature rather than animating a new one). At Higher Levels. If cast with 7th +, animate/ reassert control of an additional CR worth of undead creatures created with this spell.

Cleric 5th Level Necromancy

Greater Animate Dead [2/2]

  • casting time 1 Minute
  • range 10 feet

  • components V, S, M *
  • duration Instantaneous

worth min 75GP for each level of CR you animate

At 9th, animate/ reassert control over an additional 2 CR worth of undead creatures created with this spell. These must be animated with sufficient corpses or bones.

Cleric 5th Level Necromancy

5 5
1 1
5 5
0 0
0 0
0 0
6 6
5 5
5 5

Ghost Light

  • casting time 1 Action
  • range Touch

  • components V, S, M *
  • duration 1 hour

* a clear marble

You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds bright silvery light in a 20-foot radius and dim light for an additional 20 feet. This light is only visible to the creatures you specified during the initial casting of the spell, all other creatures perceive the area affected by the ghost lantern as they regularly would.

Bard Cleric Sorcerer Wizard 1st Level Evocation

Flense

  • casting time 1 Action
  • range 60 feet

  • components V, S, M *
  • duration Concentration 1 min

* a scalpel

You target a creature you can see within range, using necromantic force to slice the skin from its body. Make a ranged spell attack against that creature. The target must succeed on a Constitution saving throw, taking 8d6 necrotic damage on a failure or half as much damage on a success. On each of your turns for the duration, you can use your action to force the same target to make another Constitution saving throw and repeat the damage. The spell also ends if the target is ever outside the spell’s range, if the target is reduced to 0 hp, or if it has total cover from you.

Cleric Wizard 8th Level Necromancy

Flash Fever

  • casting time 1 Action
  • range 60 feet

  • components V, S, M *
  • duration Concentration 1 min

* flint and steel

A living creature you choose within range breaks out into a cold sweat and must make a Constitution saving throw. On a failure, the cold sweat breaks into fever as the creature’s skin becomes flushed and hot to the touch, and the creature takes 1d6 fire damage at the start of its next turn. On a success, the spell immediately ends.

While the spell persists, you can use a reaction at the start of an affected creature’s turn to force the creature to take fire damage again, increasing by 1d6 each time. The creature can use its action to attempt to cool itself, allowing it to attempt the Constitution saving throw again. On a success, the creature’s fever breaks and the spell ends.

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

Druid Warlock 3rd Level Necromancy

Earth Worm

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Concentration 1 min

You transform the earth into a wormlike maw at an unoccupied point on the ground within range. When you cast the spell, you can make a melee spell attack against a creature within 5 ft of the worm. On a hit, the target takes piercing damage of 3d8 + your spellcasting ability modifier. If the target is a Large or smaller creature, it must succeed a DEX saving throw or be swallowed & is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 6d6 bludgeoning damage at the start of each of your turns. Each round on its turn, a creature trapped within the worm can use an action to attempt to repeat the DEX saving throw to escape. On a save, it's regurgitated & falls prone in a space within 10 feet of the worm. As a bonus action on your turn, move the worm up to 20 ft & repeat the attack against a creature within 5 feet of it.

Druid Wizard 6th Level Transmutation

Dark Sacrament

  • casting time 1 Action
  • range Self

  • components V, S, M *
  • duration Instantaneous

* a dagger encrusted in jewels worth at least 100GP

To cast, expend 4 hit dice or the spell fails. If you do, make a melee spell attack against a creature within 5 ft using the dagger of this spell. On a hit, roll the hit dice expended casting this spell plus a 4d8 & deal necrotic damage equal to the result. If this damage causes the creature to drop to 0 hit points, it immediately dies & you gain 1 dark blessing (choice): Unassailable- You have advantage on all saving throws. Unbreakable- Your size increases by 1 category (eg. M to L ), gain a number of temporary hit points equal to your CON modifier (min 1) at the start of each of your turns, & your weapon attacks deal additional 1d4 damage. Unerring- Your proficiency bonus increases by 2. Your dark blessing ends after 10 min or when you have 0 hit points, whichever happens first. When you take radiant damage while having a dark blessing, take an additional 1d4 damage. At Higher Levels. If cast using a 5th lvl + slot, the melee spell attack damage increases by 1d8 for each slot level above 4th.

Warlock Wizard 4th Lvl Evocation Sangromancy

Crown of Radiance

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 10 Minutes

A flaming crown of holy light adorns your head until the spell ends. Any fiend, fey, or undead that moves within 20 feet of you or begins their turn within 20 feet of you takes 2d8 radiant damage. The crown of radiance sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Bard Cleric Druid 6th Level Evocation

Crimson Lash

  • casting time 1 Bonus Action
  • range Self

  • components S
  • duration 10 Minutes

To cast you must expend a hit die or the spell automatically fails. If you do, a writhing lash of coagulated blood springs from your hand & lasts until the spell ends. It counts as a simple weapon & you're proficient, with light, finesse, & reach properties. You can choose to add your spellcasting modifier, instead of your STR or DEX modifier, to attack & damage rolls with this weapon. Its damage die is equal to the hit die expended casting this spell, & deals necrotic damage. Each time a creature takes damage from this, its max hit points are reduced by an amount equal to the damage it took. At Higher Levels, if cast at 3rd or 4th level slots, when you take the Attack action, you can make 2 weapon attacks, provided both are with this magic weapon. If cast at 5th level or higher, when you take the Attack action you make three weapon attacks, if all are with this magic weapon.

Warlock Wizard 1st Lvl Conjuration Sangromancy

Creeping Death

  • casting time 1 Action
  • range 60 feet

  • components S
  • duration Concentration 1 min

As part of casting this spell, you must expend eight hit dice or the spell automatically fails. When you do, roll the eight hit dice expended to cast this spell and total them to determine the creature’s creeping death threshold. While the spell remains active, if the creature’s current hit points ever equal or are less than the creeping death threshold, the creature immediately dies.

As a bonus action on each of your turns while this spell is active, you can force the target to make a Constitution saving throw. On a failure, roll 2d6 and add the result to the creature’s creeping death threshold. On a success, add half the result instead. If the creature succeeds on three saving throws, which do not have to be consecutive, this spell ends early.

Warlock Wizard 8th Lvl Necromancy Sangromancy

Consume Mind

  • casting time 1 Action
  • range Self

  • components V, S, M *
  • duration 1 hour

* a 1 oz fresh or magically preserved portion of another creature's brain

You consume the brain of another creature’s corpse, gaining its memories and knowledge. The corpse must have a brain and can’t be undead. The spell fails if the corpse has been dead (and not preserved) for more than three days. Until the spell ends, you can attempt to recall any important fact known to the creature—family history, recent events, building layouts, passwords, details of the creature’s death, and similar information. To recall a piece of information, you must make an ability check using your spellcasting modifier. The DC is equal to the corpse’s Intelligence score. Once the caster rolls to determine whether they recall a fact, they cannot attempt to recall it again.

Cleric Warlock Wizard 4th Level Necromancy

1 1
8 8
3 3
6 6
4 4
6 6
1 1
8 8
4 4

Conjure Plants

  • casting time 1 Action
  • range 60 feet

  • components V, S, M *
  • duration Concentration 1 hour

* the leaf of an Elder Tree or a piece of crystallized sap for each creature summoned

Channel Primordials' powers to animate a number of plants within range. They must be in an open & unoccupied space. If unavailable, then GM may choose to have plants rapidly grow & GM also chooses the quantity. Choose one of the following: 1 plant CR 2 or lower/ 2 plants CR 1 or lower/ 4 plants CR 1/2 or lower/ 8 plants CR 1/4 or lower. Each plant is like an elemental plus its other types, & becomes a normal plant again at 0 hit points or when the spell ends. The plants are friendly to you & your companions. Roll initiative for the plants as a group with its own turns. They obey any verbal commands of yours without an action. They defend themselves from hostiles without commands but otherwise take no actions. The GM has the creature’s stats. At Higher Level spell slots, boost 1 option above: 2x total at 5th-lvl, 3x total at 7th-lvl, & 4x as many at 9th-level.

Druid Ranger Warlock 3rd Level Conjuration

Circle of Scarlet

  • casting time 1 Action
  • range 120 feet

  • components V, S, M *
  • duration Instantaneous

* a piece of parchment with a circle drawn in humanoid blood

As part of casting this spell, you must expend four hit dice or the spell automatically fails. If you do, choose a point on the ground within range and roll the expended hit dice. A crimson pillar erupts from the ground in a 15-foot radius and 100-foot high cylinder centered on the point you chose. Each creature within the cylinder must make a Constitution saving throw. On a success, the creature takes necrotic damage equal to the total of the expended hit dice. On a failure, the creature takes necrotic damage equal to the total of the expended hit dice of its own, taking additional necrotic damage equal to the result. For each creature who fails the saving throw against this spell, you gain 5 temporary hit points.

Sorcerer Warlock 4th Lvl Evocation Sangromancy

Calling Card

  • casting time 1 Action
  • range Touch

  • components S, M *
  • duration Until Dispelled

* a stamp carved like the mark left by your calling card

You touch a corpse and mark it with a magical mark. You can choose to make it a visible mark that appears as a rune or word written on the flesh, or you can choose to make it an invisible mark. Creatures who specifically examine a corpse for a calling card automatically detect one, whether visible or invisible.

Bard Ranger Warlock Wizard Sorcerer Illusion Cantrip

Blood Rush

  • casting time 1 Bonus Action
  • range Self

  • components S
  • duration Instantaneous

As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, roll the hit die and regain a number of hit points equal to the result + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can expend and roll an additional hit die for each slot level above 1st.

Ranger Druid 1st Level Transmutation Sangromancy

Bloodletter

  • casting time 1 Bonus Action
  • range Touch

  • components V, S
  • duration Concentration 1 Min

You touch a nonmagical weapon. Until the spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound that takes 2d6 necrotic damage at the beginning of its turn for the remainder of the spell’s duration. A creature can only have one festering wound at a time. Receiving at least 1 point of magical healing closes a festering wound, ending the recurring damage.

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

Cleric Ranger Paladin 2nd Level Necromancy

Yolande's Regal Presence

  • casting time 1 Action
  • range Self (10 ft sphere)

  • components V, S, M *
  • duration Concentration 1 Min

* a miniature tiara

You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.

Bard, Oath of Glory, Wizard 5th Level Enchantment

Assisted Aim

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration 1 minute

You invigorate up to three creatures within range with improved accuracy. Each targeted creature gains +1 to hit for all ranged weapon attacks they make. Additionally, targeted creatures may double the normal and long range of weapons they are wielding.

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.

Bard Ranger Cleric Druid Paladin 1st Level Enchantment

Arboreal Curse

  • casting time 1 Action
  • range 60 feet

  • components V, S, M *
  • duration Until Dispelled

* a cup of sap

Attempt to turn 1 creature that you see within range into wood. If the target’s body is made of flesh, it must make a CON saving throw. On a fail, it's restrained as its flesh hardens into bark. On a Save, it isn’t affected. If restrained by the spell it must make another CON saving throw at the end of each of its turns. If it successfully saves 3 times, the spell ends. If it fails 3 times, it's turned into a tree & suffers the petrified condition for the duration. The Saves & Fails don’t need to be consecutive, keep track until there's 3 of a kind. Once transformed, if it's burned, chopped down, or destroyed while petrified, it's slain. It remains transformed unless reversed within 1 year with Remove Curse, Wish, or similar magical effects. If it spends 1 year and a day as a tree, the transformation is permanent, and nothing can return the creature to its original form.

Druid 7th Level Transmutation

Arcane Vigor

  • casting time Bonus Action
  • range Self

  • components V, S
  • duration Instantaneous

You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.


Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.

Sorcerer, Wizard 2nd Level Abjuration

3 3
4 4
0 0
1 1
2 2
5 5
1 1
7 7
2 2

Divine Smite

  • casting time 1 Bonus Action *
  • range Self

  • components V
  • duration Instantaneous

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

* - Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike

Paladin 1st Level Evocation

Elementalism

  • casting time 1 Action
  • range 30 ft (5ft cube)

  • components V, S
  • duration Instantaneous

(Control one of the following: ) - Beckon Air: create a breeze to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-ft Cube. Doors & shutters held open aren’t affected.
- Beckon Earth: create a thin shroud of dust or sand that covers surfaces in a 5-ft-sq area, or cause a single word to appear in a patch of soil.
- Beckon Fire: create a cloud of harmless embers & colored, scented smoke in a 5-ft Cube. Choose the color & scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
- Beckon Water: create cool mist that lightly dampens creatures & objects in a 5-ft Cube. Or create 1 cup of clean water in an open container or on a surface, which evaporates in 1 minute.
- Sculpt Element.: cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-ft Cube to assume a crude shape (possible creature) for 1 hour.

Druid Sorcerer Wizard Transmutation Cantrip

Starry Wisp

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8) and 17 (4d8).

Druid, Bard Evocation Cantrip

Fount of Moonlight

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration 10 min

A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.

In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.

Bard, Druid 4th Level Evocation

Jallarzi's Storm of Radiance

  • casting time 1 Action
  • range 120 ft (10 ft cylinder)

  • components V, S, M *
  • duration Concentration 1 Min

* a pinch of phosphorous

You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can’t cast spells with a Verbal component.

When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.

Warlock, Wizard 5th Level Evocation

Power Word Fortify

  • casting time 1 Action
  • range 60 feet

  • components V
  • duration Instantaneous

You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.

Bard, Cleric 7th Level Enchantment

Sorcerous Burst

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Sorcerer Evocation Cantrip

Tasha's Bubbling Cauldron

  • casting time 1 Action
  • range 5 feet

  • components V, S, M *
  • duration 10 Minutes

* a gilded ladle worth 500+ GP

You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 ft of you and lasts for the duration. The cauldron can’t be moved and disappears when the spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (eg. Potion of Healing). As a Bonus Action, you or an ally can reach in and withdraw 1 potion of that kind. The potion is contained in a vial that disappears when consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (min1). When the last of these potions is withdrawn, the cauldron disappears, and the spell ends. Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.

Warlock, Wizard 6th Level Conjuration

Yolande's Regal Presence

  • casting time 1 Action
  • range Self (10 ft sphere)

  • components V, S, M *
  • duration Concentration 1 Min

* a miniature tiara

You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.

Bard, Oath of Glory, Wizard 5th Level Enchantment

1 1
0 0
0 0
4 4
5 5
7 7
0 0
6 6
5 5