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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.

1st-level transmutation (sangromancy)

Close Wounds

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch an ally creature and channel their inner life force to cause a surge of natural healing. If the target creature has at least 1 hit point, it can spend one of its Hit Dice, rolling the die and adding their Constitution modifier to the result. They regain hit points equal to the total (minimum of 1).
A creature touched by this spell can spend one additional Hit Die when you reach 5th level (2), 11th level (3), and 17th level (4)

Cantrip Evocation

Theft of Vitae

  • casting time
  • range 1 reaction, which you take when a creature you can see within 30 feet takes damage

  • components V, S
  • duration Instantaneous

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 15.
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.

2nd-level transmutation (sangromancy)

Hemokinesis

  • casting time 1 Action
  • range 30 Feet

  • components S
  • duration Instananeous

Choose an area of liquid blood you can see within range, or a dead creature in range to do one of the following:
-Cause blood to bubble and froth, creating a strong scent in the air that reaches 60 feet all direction for 1 hour.
-form blood into simple shapes and animate at your direction, for 1 hour.
-instantly move or change the flow of blood as i direct up to 5 feet in any direction, cant deal dmg.

Can also target 1 creature, medium or smaller in range and try to move their blood. Creature must succeed a con save or be pushed 5 feet in any direction.
If you cast this spell multiple times you can have no more than 1 of its non instantaneous effects active at a time.

Sorcerer 1st Level Blood (transmutation)

Sanguine Hooks

  • casting time 1 Action
  • range 30 Feet

  • components V, S, M
  • duration 1 min

a vampiric emblem worth 25gp

You cause bloody tendrils to erupt from your person to grasp and dig a target you can see within range. Make a melee spell attack. On hit, you deal 5d6 necrotic damage and the target is tethered by your bloody hooks. While tethered, the target must expand 3 feet for every 1 foot of movement if they are moving away from you. This tether ends if you or the target are more than 30 feet apart. As part of casting the spell, you can consume an ounce of blood from a humanoid that has been slain in the past 24 hours to deal an additional 2d6 necrotic damage. If you are blooded, you do not need to consume blood for this effect.
At higher levels: When you cast a this spell using a spell slot of 3rd or higher, the target takes an additional 1d6 necrotic damage per spell level above 2nd.

2nd Level Necromancy

Bewitching Arrow

  • casting time
  • range

  • components
  • duration

You infuse fey blood which causes this arrow to temporarily charm its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of its allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it considers this ally as an enemy until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class

Fighter Blood Archer

Bloodboil Arrow

  • casting time
  • range

  • components
  • duration

Fiendish blood is infused in this devilish arrow that you fire. The arrow detonates in a cloud of ignited blood after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 fire damage as their body start burning. This fire damage ignores resistances.
The fire damage increases to 4d6 when you reach 18th level in this class

Fighter Blood Archer

Bloodshard Arrow

  • casting time
  • range

  • components
  • duration

You transform your arrow into a thread of sharp blood. When you use this option, you don't make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.

Fighter Blood Archer

Constraining Arrow

  • casting time
  • range

  • components
  • duration

when this arrow strikes Is target, blood tainted by Oozes creates grasping and sharp tendrils of blood, which wrap around the target. The creature hit by the arrow takes an extra 2d6 acid damage, its speed is reduced by 10 feet, and it takes 2d6 acid damage the first time on each turn it moves 5 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the tendrils with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the tendrils last for 1 minute or until you use this option again.
Both acid damages increase to 4d6 when you reach 18th level in this class.

Fighter Blood Archer

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Exiling Arrow

  • casting time
  • range

  • components
  • duration

You use celestial blood to try to temporarily banish your target to a harmless location in the Celestial Plane. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 radiant damage when the arrow hits it

Fighter Blood Archer

hunting Arrow

  • casting time
  • range

  • components
  • duration

Using ancient bestial blood, you grant your arrow the ability to seek and hunt any foe, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.
The piercing damage increases to 2d6 when you reach 18th level in this class.

Fighter Blood Archer

Shadowblood Arrow

  • casting time
  • range

  • components
  • duration

You weave treads of shadows from the blood of your foe, causing it to obscure the battlefield. The target takes an additional 2d6 necrotic damage and its blood forms a dark red mist that rises in a 10 feet radius around the target, this magical darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. It lasts until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.

Fighter Blood Archer

Thunderblood Arrow

  • casting time
  • range

  • components
  • duration

You imbue your arrow with thunderous energy drawn from the blood of giants. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target takes 2d6 thunder damage and is pushed back 15 feet, in addition it must succeed a Strength saving throw or be knocked prone.
The thunder damage increases to 4d6 when you reach 18th level in this class

Fighter Blood Archer

Withering Arrow

  • casting time
  • range

  • components
  • duration

You weave cursed undead blood into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class

Fighter Blood Archer

Ice Shield

  • casting time Reaction
  • range Self

  • components S
  • duration Instantaneous

You conjure a barrier of ice to block incoming
attacks. You gain a +5 bonus to AC against the
triggering attack. If the attack still hits, the ice is
shattered but absorbs some of the impact, reducing
the damage you take from the attack by 10.
If the triggering attack misses, then the ice shield
fuses to the ground to create a 4 foot by 4 foot
barrier that's 4 inches thick and can provide cover.
(If you are flying or otherwise not on a solid surface,
then the ice simply falls.) This ice wall has AC 10 and
20 hit points, and is vulnerable to fire damage. The
ice is nonmagical after being conjured, and will thus
melt naturally.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, for each slot level
above 2nd, the damage it can absorb from the
triggering attack increases by 5 and the hit points of
a lingering shield increase by 10.

Druid Conjuration

Hunter Sense

  • casting time Action
  • range Touch

  • components V, S
  • duration C up to 1

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 Divination

Conjure nature’s sleigh

  • casting time 1 minute
  • range self

  • components V, S, M
  • duration 8 hours

a chunk of bark or a pumpkin

( ) See paper print out

Transmutation

Water Wheel

  • casting time Action
  • range Self

  • components V, S, M
  • duration C up to 1

a weapon of which you are proficient

Spinning your weapon conjures a rotating wheel of water around you for the spell's duration.
While the wheel persists, your movement speed increases by 30 feet. Additionally, successful melee weapon attacks you make deal 2d4 additional cold damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the movement speed increases by an additional 5 feet and the damage increases by 1d4 for
each slot level above 2nd.

Druid Conjuration

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Endoleech

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

red, yellow, and blue pigment

You touch a creature, absorbing the energy from its body and bolstering your metabolism. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d6 cold damage and can’t take reactions until the end of its next turn. In addition, until the end of its next turn, its speed is reduced by 15 feet and your speed is increased by 15 feet.

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

Evocation

Mortiferous Pulse

  • casting time Action
  • range Self (50-foot line)

  • components V, S, M
  • duration instantaneous

a dead animal

() You summon a bolt of negative energy to stimulate and transmit necrotic pathogens into those that stand before you, decaying their internal viscera. Each creature in a 5-foot-wide, 50-foot-long line extending from you must make a Dexterity saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one.

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

Seed Bomb

  • casting time Action
  • range 30 Feet

  • components S, M
  • duration 1 Minute

tumbleweed, pinecone, or
sunflower

Up to four seeds appear in your hand and are
infused with magic for the duration. As an action, a
creature can throw one of these seeds at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 4d6 piercing damage. Depending on the material component used, a seed bomb also causes one of the following additional effects:
- Tumbleweed. The weeds unravel to latch around creatures. A creature in the area must succeed on a Dexterity saving throw or be grappled until the end of its next turn.
- Pinecone. Seed shrapnel flies into creatures’ faces. A creature in the area must succeed on a Constitution saving throw or be blinded until the end of its next turn.
- Sunflower. Seeds enlarge into a blanket of pointy needles. The area affected by this spell becomes difficult terrain for the next minute.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd.

Conjuration

Ash Cloud

  • casting time Action
  • range 90 Feet

  • components V, S, M
  • duration C up to 1

a pinch of soot

() Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of swirling
smoke, soot, ash, and embers. The cloud spreads
around corners, and its area is lightly obscured. The cloud lingers in the area for the duration.
A creature which enters the cloud for the first
time on a turn or starts its turn there must make a
Constitution saving throw or be affected by the
spell. An affected creature's eyes water and sting
from the hot embers, giving it disadvantage on
attack rolls and Wisdom (Perception) checks that
rely on sight. Whenever an affected creature ends its turn outside the cloud, that creature can repeat the saving throw, ending the effect on itself on a
success.
A moderate wind (at least 10 miles per hour)
disperses the cloud after 4 rounds. A strong wind (at
least 20 miles per hour) disperses it after 1 round.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, an affected creature
is also blinded.

Druid Conjuration

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