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Zone of Truth

  • casting time 1 Action
  • range 60 ft. (15 ft. sphere)

  • components V, S
  • duration 10 Minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Demigod 2nd Level Enchantment

Shocking Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 3d8 psychic damage. You force the target to make a Intelligence saving throw. On a failure, it can’t take a reaction until the end of your next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action, it gets only one of the three.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 1d8 extra damage for each slot level above 2nd.

Demigod 2nd Level Evocation

Shattering Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the ground. You force all grounded creatures (but not you) within 10 feet of where you struck to make a Dexterity saving throw. On a failure, they take 3d10 bludgeoning damage and fall prone. On a successful save, they take half as much damage and don’t fall prone.

Terrain in this area becomes difficult terrain until a creature uses its action to clear it (one action to clear a 5-foot square).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the area increases by 5 feet for each slot level above 2nd.

Demigod 2nd Level Evocation

Rotating Assault

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Instantaneous

You force each target of your choice, up to four targets, within range to make a Dexterity saving throw. On a failure, targets take 3d10 damage of the type of the weapon used on a failed save, and half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 1d10 extra damage for each slot level above 2nd.

Demigod 2nd Level Evocation

Rending Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 3d10 damage of the type of the weapon used. You force the target to make a Dexterity saving throw. On a failure, its Armor Class is reduced by 2 until the damage is repaired, or it finishes a Long Rest.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 1d10 extra damage for each slot level above 2nd.

Demigod 2nd Level Evocation

Polar Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 2d10 cold damage. You force the target to make a Constitution saving throw. On a failure, it suffers the effects below until the beginning of your next turn:

• Its speed becomes 0, and it can speak only falteringly.
• It has disadvantage on attack rolls and ability checks.
• It has disadvantage on Dexterity saving throws.
• Attack rolls against it have advantage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 1d10 extra damage for each slot level above 1st.

Demigod 2nd Level Evocation

Misty Step

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Instantaneous

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

Demigod 2nd Level Conjuration

Mirror Image (2/2)

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Demigod 2nd Level Illusion

Mirror Image (1/2)

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

Demigod 2nd Level Illusion

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Marking Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target, gleaming with astral radiance. If the target is invisible, you don’t have disadvantage to attack it. On a hit, the target takes 3d10 radiant damage. In addition, the target becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible for 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 1d10 extra damage for each slot level above 2nd.

Demigod 2nd Level Evocation

Magnetic Gaze

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Instantaneous

Choose a creature of your choice within range that can see or hear. You force the target to make a Wisdom saving throw. On a failure, for 1 minute, the creature has disadvantage on all attack rolls it makes against targets other than you and you have advantage to attack it. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other than the target.

Demigod 2nd Level Enchantment

Icing Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 4d8 cold damage. You force the target to make a Strength saving throw. On a failure, it is restrained until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 1d8 extra damage for each slot level above 2nd.

Demigod 2nd Level Conjuration

Ground Breaking Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the ground, making the square area within 30 feet of where you struck difficult terrain. The first time a creature (but not you) enters the area, you force it to make a Dexterity saving throw. On a failure, it takes 2d10 piercing damage and becomes incapacitated and can’t move until the start of its next turn.

The area is difficult terrain until a creature uses its action to clear it: one action to clear a 5-foot square.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the area increases by 5 feet for each slot level above 2nd.

Demigod 2nd Level Evocation

Frighting Gaze

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Instantaneous

You force one creature within range to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn and must use its action to move as far away from you as possible without harming itself.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.

Demigod 2nd Level Enchantment

Enlarge/Reduce (2/2)

  • casting time 1 Action
  • range 30 ft.

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

*pinch of powered iron

• Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Demigod 2nd Level Transmutation

Enlarge/Reduce (1/2)

  • casting time 1 Action
  • range 30 ft.

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

*pinch of powered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

• Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

Demigod 2nd Level Transmutation

Enhance Ability (2/2)

  • casting time 1 Action
  • range Touch

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

*fur or feather from a beast

• Eagle's Splendor. The target has advantage on Charisma checks.

• Fox's Cunning. The target has advantage on Intelligence checks.

• Owl's Wisdom. The target has advantage on Wisdom checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Demigod 2nd Level Transmutation

Enhance Ability (1/2)

  • casting time 1 Action
  • range Touch

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

*fur or feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects, the target gains that effect until the spell ends.

• Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

• Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

• Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Demigod 2nd Level Transmutation

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Defending Stance

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Instantaneous

You enter a defensive stance that lasts until the start of your next turn. Any attack roll made against you has disadvantage, and you make Dexterity, Constitution and Strength saving throws with advantage.

Demigod 2nd Level Abjuration

Disturbing Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 3d10 psychic damage. You force the target to make an Intelligence saving throw. On a failure, it falls prone, and it cannot take reactions until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 1d10 extra damage for each slot level above 1st.

Demigod 2nd Level Evocation

Deflect

  • casting time 1 reaction
  • range Self

  • components S
  • duration Instantaneous

When a creature misses you with a melee attack, you force it to attack another creature of your choice within range of its attack, adding 1d12 to its attack roll.

Demigod 2nd Level Abjuration

Debilitating Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 4d8 psychic damage. You force the target to make a Constitution saving throw. On a failure, it is blinded, deafened, or cannot speak (your choice) until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes 1d8 extra damage for each slot level above 1st.

Demigod 2nd Level Evocation

Confusing Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 3d10 damage of the type of the weapon used. You force the target to make a Wisdom saving throw. On a failure, it is confused: it must subtract 1d6 from all ability checks, attack rolls, and saving throws it makes for 1 minute.

A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the confusing die increases: 1d8 with 3rd spell slots, 1d10 with 4th spell slots, and 1d12 with 5th spell slots.

Demigod 2nd Level Enchantment

Bright Strike

  • casting time 1 bonus action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

Choose a creature you can see within range. You force the target to make a Constitution saving throw. On a failure, it takes 1d10 radiant damage and become blinded until the beginning of your next turn.

Demigod 2nd Level Evocation

Bouncing Strike

  • casting time 1 reaction
  • range Self

  • components S
  • duration Instantaneous

You immediately repeat your attack against another target.

Demigod 2nd Level Transmutation

Blink Assault

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

You teleport up to 30 feet in a straight line. Any creatures that are within 5 feet from the imaginary path you followed, must succeed on a Dexterity saving throw. On a failure, they take 3d10 force damage, and half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you teleport up to 60 feet.

Demigod 2nd Level Conjuration

Authority (2/2)

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Instantaneous

• Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature.

Demigod 2nd Level Enchantment

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Authority (1/2)

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Instantaneous

You can shout a one-word command at one creature that can hear within range. You force the creature to make a Wisdom saving throw. On a failure, it is compelled to obey your command to the best of its ability on its next turn. This spell has no effect if the creature doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

• 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 by the fastest available means.
• Grovel. The target falls prone and then ends its turn.

Demigod 2nd Level Enchantment

Warding Strike

  • casting time 1 reaction
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

When a creature moves within 5 feet from you, you strike with a melee spell attack against the target. On hit, the target takes 2d8 damage of the type of the weapon used.

Demigod 1st Level Abjuration

Vibrating Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 2d10 thunder damage. You force the target to make a Strength saving throw. On a failure, it drops one item of your choice that it is currently holding on the ground in the space that it is currently occupying.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes 1d10 extra damage for each slot level above 1st.

Demigod 1st Level Evocation

Twin Step

  • casting time 1 bonus action
  • range 15 feet

  • components V
  • duration Instantaneous

Choose a willing creature within range. You switch places with it via teleportation.

Either you or the creature you switched places with gains 6 temporary hit points.

Demigod 1st Level Conjuration

Steel Body

  • casting time 1 reaction
  • range Self

  • components S
  • duration Instantaneous

When a creature or an object damages you, You have bonus to AC equal to your Strength modifier until the end of the creature or object’s turn.

Demigod 1st Level Abjuration

Shield of Faith

  • casting time 1 Bonus Action
  • range 60 ft.

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

*small parchment with holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Demigod 1st Level Abjuration

Self Healing

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

You regain a number of hit points equal to 1d6 + your Strength modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

Demigod 1st Level Evocation

Sanctuary

  • casting time 1 Bonus Action
  • range 30 ft.

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

*small silver mirror

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, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Demigod 1st Level Abjuration

Sage Fortitude

  • casting time 1 reaction
  • range Self

  • components V
  • duration Instantaneous

When you fail a Charisma, Wisdom, or Intelligence ability check or saving throw, you add 2 to the result of your ability check or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add your Strength modifier instead.

Demigod 1st Level Abjuration

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Pushing Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components V
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 2d10 thunder damage. The target is pushed up to 15 feet away from you. You force the target to make a Dexterity saving throw. On a failure, it falls prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes 1d10 extra damage for each slot level above 1st.

Demigod 1st Level Evocation

Protection from Evil and Good

  • casting time 1 Action
  • range Touch

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

*holy water

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.

Demigod 1st Level Abjuration

Nightmare Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 2d10 psychic damage. You force the target to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes 1d10 extra damage for each slot level above 1st.

Demigod 1st Level Illusion

Mighty Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike a target and you force it to make a Strength saving throw. On a failed save, it takes 3d8 damage of the type of the weapon used and it is knocked back up to 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes 1d8 extra damage for each slot level above 1st.

Demigod 1st Level Evocation

Mighty Leap

  • casting time 1 bonus action
  • range Self

  • components S
  • duration 1 minute

Once on each of its turns until the spell ends, the target can spend 10 feet of its movement to jump up to 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the distance of this magical jump increases by 20 feet for each slot level above 1st.

Demigod 1st Level Transmutation

Mental Enhancement

  • casting time 1 reaction
  • range Self

  • components V
  • duration Instantaneous

After you made a Charisma, Intelligence or Wisdom ability check, but before you know if you succeed, you add 1d10 to the result of your ability check.

Demigod 1st Level Transmutation

Magic Resilience

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

You steel yourself for combat, preparing yourself to take a hit. You gain temporary hit points equal to 1d4 + your Strength modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 1d10 additional temporary hit points for each slot level above 1st.

Demigod 1st Level Transmutation

Heroic Fortitude

  • casting time 1 reaction
  • range Self

  • components S
  • duration Instantaneous

When you fail a Strength, Dexterity, or Constitution ability check or saving throw, you add 2 to the result of your ability check or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add your Strength modifier instead.

Demigod 1st Level Transmutation

Gift of Alacrity

  • casting time Ritual, 1 minute
  • range Touch

  • components V, S
  • duration 8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Demigod 1st Level Divination

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Gust Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

You move like the wind. Until the end of your turn in the next round, your movement doesn’t provoke opportunity attacks and your walking speed increases by 30 feet.

Once before the spell ends, you can give yourself advantage on one spell attack roll. That spell attack deals an extra 1d8 force damage on a hit.

Demigod 1st Level Transmutation

Focus Stance

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

You add 1d10 to the result of your attack rolls until the end of this turn.

Demigod 1st Level Transmutation

Flaming Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 2d10 fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the end of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes 1d10 extra damage (both from the attack and the undoused fire) for each slot level above 1st.

Demigod 1st Level Evocation

Feather Fall

  • casting time 1 Reaction
  • range 60 ft.

  • components V, M
  • duration 1 Minute

a feather

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.

Demigod 1st Level Transmutation

Excavating Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against a cube portion of dirt or stone. You instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. If a creature is located where the material is deposited, it takes 2d8 bludgeoning damage. The creature must use half its movement and its bonus action to leave that position. In addition, the excavation provides three-quarters cover for a medium creature standing inside it.

Demigod 1st Level Evocation

Entrapping Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target, and a writhing mass of thorny vines appears at the point of impact. On a hit, the target takes 3d6 piercing damage. You force the target to make a Strength saving throw. On a failure, it is restrained for two rounds until the start of your turn.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both damages increase by 1d6 for each slot level above 1st.

Demigod 1st Level Conjuration

Divine Shield

  • casting time 1 reaction
  • range Self

  • components S
  • duration Instantaneous

You reduce the damage by an amount equal to 1d10 + your Strength modifier.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add 1d10 extra to the damage reduction for each slot level above 1st.

Demigod 1st Level Abjuration

Detect Evil and Good

  • casting time 1 Action
  • range Self (30 ft. sphere)

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

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

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.

Demigod 1st Level Divination

Darkvision

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 8 Hours

a dried carrot

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Demigod 1st Level Transmutation

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Compelled Duel

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Demigod 1st Level Enchantment

Blazing Gaze

  • casting time 1 bonus action
  • range 15 feet

  • components V
  • duration Instantaneous

You force a creature that can see within range to make a Wisdom saving throw. On a failure, you have advantage on your attacks against it until the end of your current turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the advantage lasts until the end of your next turn.

Demigod 1st Level Enchantment

Brute Counter

  • casting time 1 reaction
  • range Self

  • components S
  • duration Instantaneous

When a creature you can see misses you with a melee attack, You can make a single melee attack against your attacker. On hit, it takes 2d10 damage of the type of the weapon used.

Demigod 1st Level Evocation

Blur

  • casting time 1 action
  • range Self

  • components V
  • duration Concentration, 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.

Demigod 1st Level Illusion

Antimage Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 2d10 damage of the type of the weapon used. If you forced it to make a Constitution saving throw to maintain concentration on a spell, subtract your Strength modifier from the creature’s roll.

Demigod 1st Level Evocation

Arresting Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 2d10 damage of the type of the weapon used. You force the target to make a Dexterity saving throw. On a failure, its speed is 0 until the start of
your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes 1d10 extra damage for each slot level above 1st.

Demigod 1st Level Evocation

Antimage Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes 2d10 damage of the type of the weapon used. If you forced it to make a Constitution saving throw to maintain concentration on a spell, subtract your Strength modifier from the creature’s roll.

Demigod 1st Level Evocation

Demigod’s Strike

  • casting time 1 action
  • range 5 feet (strike)

  • components S
  • duration Instantaneous

You strike with a melee spell attack against the target. On a hit, the target takes damage equal to 1d10, and you choose one of the following effects:

• The target is pushed up to 15 feet away from you.
• The target has Disadvantage on the next attack roll it makes before the start of your next turn.
• You have Advantage on your next attack roll against the target before the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Demigod Evocation cantrip

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