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Contact other plane

  • casting time Ritual
  • range Self

  • components V
  • duration 1 Minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Int saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.

You can cast this once per long rest for free to contact your patron and automatically succeed.

Contact Patron 5th Level Divination

Uk'otoa's Tentacle [1/2]

  • casting time 1 Action
  • range 120 ft

  • components V, S, M
  • duration 1 Minute C

Large shimmering magical energy tentacle in an unoccupied space that you can see within range.The tentacle is an object, does not occupy its space, has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends.
On cast and as a Bonus Action on later turns, you can move it up to 60 feet and then do one of:
Clenched. Melee spell attack at 5 feet range. On a hit, the target takes 5d8 Force damage.
Forceful. Attempt to push a Huge or smaller creature within 5 feet. On a failed Str save, push the target up to 5 + 5 * Cha and move to stay within 5 feet of the target.
Grasping. Attempt to grapple a Huge or smaller creature within 5 feet. On a failed Dex, becomes Grappled, escape DC = spell save. Future bonus action to crush, dealing 4d6 + Cha Bludgeoning damage.
Interposing. Give caster Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage of Clenched increases by 2d8 and the damage of Grasping increases by 2d6 per

Ukatoa 5th Level Evocation

Uk'otoa's Tentacle [2/2]

  • casting time 1 Action
  • range 120 ft

  • components V, S, M
  • duration 1 Minute C

spell level > 5.

Ukatoa 5th Level Evocation

Antilife Shell

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

  • components V, S
  • duration 1 Hour C

An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Ukatoa 5th Level Abjuration

Scrying

  • casting time 10 Minutes
  • range Self

  • components V, S, M
  • duration 10 Minutes

a focus worth $1k

Try to remotely spy on a target, who starts with a modified Wis save.

Knowledge: +5 if heard of, +0 if met, -5 if extensive
Have: -2 if picture or likeness, -4 if garment or possession, -10 if body part, lock of hair, or bit of nail

On a successful save, target is unaffected, can't be targeted for 24 hours, feels uneasy.

Locations automatically fail.

On fail, invisible, intangible sensor 10ft from target that can you can see and hear through. Follows target for duration, appears as luminous orb size of fist to those that can see invisible things.

Warlock 5th Level Divination

Dream

  • casting time 1 Minute
  • range 10 ft

  • components V, S, M
  • duration Special

a handful of sand

You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.

If the target is awake, the messenger knows it and can either end the trance+spell or wait for the target to sleep, then the dreams.

Scary Optioon: Max ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.

Warlock 5th Level Illusion

Cloudkill

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration 10 Minutes C

You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.

Each creature in the Sphere makes a Con saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

The Sphere moves 10 feet away from you at the start of each of your turns.

Upleveling. The damage increases by 1d8 for each spell slot level above 5.

Wizard 5th level Conjuration

Danse Macabre

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration 1 Hour C

Five (+1=6) Small or Medium corpses you can see within range immediately stand up and become undead. You decide between zombie or skeleton. Add your Int as a bonus to their attack and damage rolls.

You can use a bonus action to mentally command these creatures, issuing the same command to all of them, only if within 60 ft of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures.

The creatures are under your control until the spell ends, after which they become inanimate once more.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

Wizard 5th level Necromancy

Thunderstep

  • casting time action
  • range 90 ft

  • components V
  • duration Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Con saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

If Maleetle is mounted, can take a willing Medium creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Wizard 3rd Levl conjuration

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
3 3

  • casting time
  • range

  • components V, S, M
  • duration

Wizard _ th Level