Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Antagonize

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a playing card depicting a rogue

( ) You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

3rd-Level Enchantment

MAGE HAND

  • casting time 1 Action
  • range 30 ft

  • components V, S
  • duration 1 Minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds

Scion of the Outer Planes Conjuration Cantrip

WARP SENSE

  • casting time 1 Action
  • range Self

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

a razorvine leaf

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.

If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again.

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.

Wizard 2nd level Divination

HELLISH REBUKE

  • casting time 1 reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Tiefling 1st level Evocation

GATE SEAL

  • casting time 1 minute
  • range 60 feet

  • components V, S, M
  • duration 24 hours

a broken portal key, which the spell consumes

You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.

Wizard 4th-Level Abjuration

CHILL TOUCH

  • casting time 1 Action
  • range 120 ft

  • components V,S
  • duration 1 Round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Scion of the Outer Planes Necromancy Cantrip

SACRED FLAME

  • casting time 1 Action
  • range 60 ft

  • components V, S
  • duration Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Scion of the Outer Planes Evocation Cantrip

GUIDANCE

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Concentration 1 Minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Scion of the Outer Planes Divination Cantrip

MINOR ILLUSION

  • casting time 1 Action
  • range 30 ft (5 ft cube*)

  • components S, M
  • duration 1 Minute

a bit of fleece

You create a sound/img of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action/cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an img of an object(such as a chair, muddy footprints, or a small chest)it must be no larger than a 5-ft cube. The img can't create sound, light, smell, or any other sensory effect. Physical interaction with the img reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound/img, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Scion of the Outer Planes Illusion Cantrip

3 3
0 0
2 2
2 2
4 4
0 0
0 0
0 0
0 0