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False Life

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Necromancer 1st level Necromancy

Expeditious Retreat

  • casting time 1 bonus action
  • range Self

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

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Necromancer 1st level Transmutation

Exhume (Ritual)

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a drop of blood

Choose an unoccupied 20-foot square within range—note that the area must have solid earth beneath it, this spell fails if cast on the upper floor of a building. This spell then causes one pile of Humanoid bones to rise out of the ground within that square. If you cast this spell within a burial place such as a graveyard, mausoleum, or barrow, 1d4 piles of bones are exhumed instead of 1. The ground itself is not changed or disturbed by this spell, the bones simply appear out of the ground.

Necromancer (VSS) 1st level Necromancy

Detect Magic (Ritual)

  • casting time 1 action
  • range Self

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Necromancer 1st level Divination

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