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Ammulet of Starving Hope

  • casting time 1 bonus action
  • range Self

  • components S
  • duration until Long Rest

BLOOD BARGAIN:

Bonus Action:

Sacrifice HP to regain a Spell Slot.HP Cost: round up(Max HP × 0.05 × Slot Level)

Regain 1 expended Spell Slot of chosen level.

DARK PRICE:

Gain 1 failed Death Saving Throw (persists until long rest).

Cannot use if HP would drop below 0.

Special Gear

Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a book worth at least 25 gp

() You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Wizard 2nd-level Divination

Silvery Barbs

  • casting time 1 reaction
  • range 60 feet

  • components V
  • duration Instantaneous

You take the Reaction when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Wizard 1st-level Enchantment

Gift of Gab

  • casting time 1 reaction
  • range Self

  • components V, S, M
  • duration Instantaneous

2 gold coins, which is consumed as tax for using the spell

() You take the Reaction when you speak to another creature.

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Wizard 2nd-level enchantment

Jim's Glowing Coin

  • casting time 1 action
  • range 60 feet

  • components S, M
  • duration 1 minute

a coin, 2 gold coins, which is consumed as tax for using the spell

() When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Wizard 2nd-level enchantment

Fast Friends 2

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Wizard 3rd-level enchantment

Fast Friends

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

Wizard 3rd-level enchantment

Kinetic Jaunt

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:

-Your walking speed increases by 10 feet.

-You don't provoke opportunity attacks.

-You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Wizard 2nd-level Transmutation

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