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Tongues

  • casting time 1 action
  • range Touch

  • components V
  • duration 1 hour

(Outlands Envoy- You do not need material compnents for this spell) This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Divination

Doom of Poor Fortune

  • casting time 1 action
  • range 30 ft

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

a dead clover

You turn luck against a creature of your choice within range. When the target makes an ability check, they must first make a Charisma saving throw or the check fails. This spell persists once cast, even if the target moves out of range. If cast with a higher-level slot, each subsequent effect is added to the effect noted above.

If the target ultimately succeeds on the check (or saving throw or attack at higher levels), then you take 1 psychic damage. If you ever lose concentration on the spell, you take 1d4 psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, when the target is required to make a saving throw, it must make a Charisma saving throw in place of the required one, unless the required one is more difficult to make. When you cast this spell with a 4th-level slot, when the target makes an attack roll, it must make a Charisma saving throw prior to making the attack. On a failed save, the attack fails.

Paladin 1 Necromancy

Purge Contamination

  • casting time 1 hour
  • range Touch

  • components V,S,M
  • duration Instantaneous

100 gp of alchemical fluids or holy water, which the spell consumes

You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target’s body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains one level of exhaustion for each contamination level removed with this spell.

Paladin 3 Abjuration

Invoke the Amaranthine

  • casting time 10 minutes
  • range Self

  • components V,S,M
  • duration 24 hours

a holy symbol of the Amaranthine

You call upon the power of an Amaranthine to grant yourself insight into the Great Rhythm that moves all things. When you cast this spell, roll two d20s, and record what you rolled. For each die, choose either attack roll, skill check, or saving throw. You can choose each option multiple times. For the next 24 hours, you may substitute any roll of an ally or enemy you can see within 60 feet with one of the recorded numbers that matches the type of roll you wish to replace (attack roll, skill check, or saving throw). The target still adds any relevant modifiers to this number but otherwise treats the substituted number as the number they rolled.

To do this, you must spend a reaction to present your holy symbol and invoke the name of the Amaranthine whose energies you called upon. You can do this any time after the skill check, saving throw, or attack has been rolled, but before the outcome of the event has been determined. The spell ends after 24 hours have passed, or when both dice have been expended.

Paladin 3 Divination

Faerie Toast [1/2]

  • casting time 1 minute
  • range Touch

  • components V,S,M
  • duration 8 hours

wine worth 100 gp, which the spell consumes, and a cup for each participant

You and up to five other creatures make a toast and drink to the lords and ladies of the fey courts. When you cast the spell, choose one of the following toasts, the targets of which must be within 10 feet of you throughout the casting.

Commiseration. Spellcasting participants can form or join a hag coven. While in the coven, each of the participants can share spell slots among themselves. Spells known by one member of the coven are known by all members of the coven for the duration and can be cast using any of the shared spell slots.

Friendship. Each of the participants in the toast becomes fey for the duration, in place of their original type, and their status increases by 2d6 while they are in the Shadow Realm or the Bright Lands.

Husbandry. For the duration, each of the participants can communicate with beasts as though they shared a language (though they gain no magical ability to influence them).

Nightmares. For the duration, the first time a creature comes within 30 feet of one of the

Paladin 2 Transmutation

Faerie Toast [2/2]

  • casting time 1 minute
  • range Touch

  • components V,S,M
  • duration 8 hours

wine worth 100 gp, which the spell consumes, and a cup for each participant

participants, they must make a Wisdom saving throw or be frightened of all the participants for 1 minute.

Playfulness. Each participant grows gossamer wings, and for 10 rounds within the duration, they gain a fly speed equal to their walking speed. A participant that is not standing on a horizontal surface at the end of their turn falls to the ground.

Restfulness. Each of the participants gains advantage on saving throws against being charmed and can’t be put to sleep by a spell or other magical effect for the duration.

Paladin 2 Transmutation

Krail's Rupture

  • casting time 1 reaction, which you take in response to being grappled or swallowed whole
  • range Touch

  • components S
  • duration Instantaneous

You make a slicing motion with your finger, and you immediately break the grapple of the creature grappling you by magically entering their body and exiting them on the opposite side. The creature must make a Constitution saving throw, taking 3d12 necrotic damage on a failed save or half as much damage on a successful one.

If cast in response to being swallowed, you exit the triggering creature’s body, regardless of how much damage you deal to it, and fall prone in a space within 10 feet of the triggering creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.

Paladin 2 Necromancy

Drayfn’s Blunted Blade

  • casting time 1 action
  • range 30 ft

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

a rusty shard of iron

Your target’s weapon rapidly corrodes. A creature of your choice within range that is holding a manufactured, nonmagical weapon in one of its hands must succeed on a Strength saving throw. On a failed save, the target must roll all weapon damage dice twice and take the lower result. If the spell ends before 1 minute has passed, the target’s weapon returns to its normal state. Otherwise, the weapon breaks down into a pile of rust or wood chips, as appropriate.

Paladin 2 Transmutation

Bloodletter

  • casting time 1 bonus action
  • range Touch

  • components V,S
  • duration Concentration, up to a minute

You touch a nonmagical weapon. Until the spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 necrotic damage at the beginning of its turn for the remainder of the spell’s duration. A creature can only have one festering wound at a time.

Receiving at least 1 point of magical healing closes a festering wound, ending the recurring damage and the spell.

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

Paladin 2 Necromancy

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Emerald Goblet

  • casting time V,S,M
  • range Touch

  • components V,S,M
  • duration 24 hours

a powdered acorn, which the spell consumes, and a drinking vessel

You touch a drinking vessel and sprinkle acorn dust into it, which creates a shining green vessel filled with a green potion. Any creature that drinks from the goblet is protected against shadow corruption for 1 day.

The protection grants several additional benefits: you gain advantage to checks used to gather food within the Shadow Realm, and you gain darkvision to 30 feet (or extend your existing darkvision by 30 feet).

Paladin 1 Abjuration

Blade of Blood and Bone

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 24 hours

a dagger or short sword, which is not consumed in the casting

() When you cast this spell, you cut your body with the material component, your hit point maximum decreases by 3 and the material component disappears. For the duration, you can use a bonus action to draw a blade made of your own bone, blood, and sinew from your body. The blade is a magical weapon, uses your spell attack bonus when you attack with it, and deals 1d6 slashing damage on a hit. You are considered proficient with the blade. As a bonus action, you can slide the blade back into your body to conceal it. When the duration ends, the incision in your body disappears, your hit point maximum is restored, and the material component reappears.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage dealt by the blade increases by 1d6 for every two slot levels above 2nd, and your hit point maximum decreases by an additional amount equal to the level of the slot used.

Paladin 1 Necromancy

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