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

Shadow Spirit (Stats)

  • casting time 1 Action
  • range 90 Feet

  • components Umbra Ova
  • duration 1 Hour

-Medium Monstrosity
-AC: 15, HP: 65, Speed: 40 Ft
-STR: 13, DEX: 16, CON: 15,
-INT: 4, WIS: 10, CHA: 16
-Necrotic Resistance, Frightened Immunity
-MULTIATTACK: The spirit makes 2 attacks
-CHILLING REND: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d12 + 3 + 5 cold damage.
-DREADFUL SCREAM (1/Day): The spirit screams. Each creature within 30 feet of it must succeed on a WIS saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-TERROR FRENZY (Fury Only). The spirit has advantage on attack rolls against frightened creatures.
-WEIGHT OF SORROW (Despair Only). Any creature, other than you, that starts its turn within 5 ft of the spirit has its speed reduced by 20 ft until the start of that creature’s next turn.
-SHADOW STEALTH (Fear Only). While in dim light or darkness, the spirit takes the Hide action.

Hufflepuff Fey-Pact Summoning Spell

Umbra Ova (Summon Shadowspawn)

  • casting time 1 Action
  • range 90 Feet

  • components Verbal, Somatic
  • duration 1 Hour

(Materials: tears inside a gem worth at least 300 gp) You call forth a shadowy spirit. It manifests in an unoccupied space that you can see (90 ft).

This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. (check for the cards).

The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Hufflepuff Fey-Pact Summoning Spell

Sevrum Facio (Enthrall)

  • casting time 1 Action
  • range 60 Feet

  • components WIS 16
  • duration 1 Minute

You weave a distracting string of words, causing creatures of your choice that you can see within range (60 ft) and that can hear you to make a WIS saving throw (DC16).

Any creature that can't be charmed succeeds on this saving throw automatically.

If you or your companions are fighting a creature, it has advantage on the save.

On a failed save, the target has disadvantage on WIS (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you.

The spell ends if you are incapacitated or can no longer speak.

Hufflepuff Fey-Pact Utility Spell (Distraction)

Praedico (Scrying)

  • casting time 10 Minutes
  • range Self / 10 Feet

  • components WIS 16
  • duration 10 Minutes

(Materials: a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) You can see/hear a particular creature you choose that is on the same plane of existence as you. The target makes a WIS saving throw (16), which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to.
---Knowledge Save DC Modifier: Secondhand (+5), Firsthand (0), Familiar (-5)
---Connection Save DC Modifier: Likeness or pic (-2), Possession/garment (-4), Body part or the like (-10).

-On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a fail, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. You can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Hufflepuff Fey-Pact Utility Spell (Interaction)

Pharus Ignis (Faerie Fire)

  • casting time 1 Action
  • range 60 ft / 20 ft Cube

  • components DEX 16
  • duration 1 Minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a DEX saving throw.

For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Hufflepuff Fey-Pact Utility Spell

Petrificus Totalus (Hold Monster)

  • casting time 1 Action
  • range 90 feet

  • components WIS 16
  • duration 1 Minute

Choose a creature that you can see within range.

The target must succeed on a WIS saving throw or be paralyzed for the duration.

This spell has no effect on undead.

At the end of each of its turns, the target can make another WIS saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.

The creatures must be within 30 feet of each other when you target them.

Hufflepuff Fey-Pact Crowd Control Spell

Multiplex Pellucidi Pellis (Greater Invisibility)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration

You or a creature you touch becomes invisible until the spell ends.

Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Attacking or casting spells doesn't put the affected creature out of invisibility.

Creatures can still spot you through magical means, or if attacked, be alerted to your presence through scent, footsteps, or other means like sprinkling dust in the air.

If alerted, you must make stealth saving throws to remain undetected.

Hufflepuff Fey-Pact Utility Spell (Interaction)

Exilium (Banishment)

  • casting time 1 Action
  • range 60 Feet

  • components CHA 16, x2 Targets
  • duration 1 Minute

You attempt to send one creature that you can see within 60ft to another plane of existence. The target must succeed on a CHA saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demi-plane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Hufflepuff Fey-Pact Defense Spell

Ecfigies Vis (Phantasmal Force)

  • casting time 1 Action
  • range 60 ft / 10 ft Cube

  • components INT 16, 1d6 Psychic
  • duration 1 Minute

Craft an illusion in the mind of a creature that you can see (60 ft). The target must make an INT saving throw (16). On a fail, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-ft cube. It's perceivable only to the target. This spell has no effect on undead or constructs. The phantasm includes any stimuli only evident to the creature. The target can use its action to examine the phantasm with an Investigation check against your spell save DC (16). If the check succeeds, the target realizes that the phantasm is an illusion. While affected, the target treats the phantasm as if it were real. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives, it still believes that the bridge exists and comes up with an explanation for its fall. They are so convinced of the phantasm’s reality that it can even take damage from the illusion. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage.

Hufflepuff Fey-Pact Utility Spell (Distraction)

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Danse de Macabre (Dance Macabre)

  • casting time 1 Action
  • range 60 Feet

  • components Verbal, Somatic
  • duration 1 Hour

Threads of dark power leap from your fingers to pierce up to 5 Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead (skeletal or zombie), and it gains a +4 bonus to its attack and damage rolls.

You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes.

If you issue no commands, the creatures do nothing except defend themselves against hostiles. Once given an order, they'll continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

Hufflepuff Fey-Pact Summoning Spell

Tonitrus Saltus (Thunder Step)

  • casting time 1 Action
  • range 90 Feet

  • components CON 16, 5d10
  • duration Instant

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 ft of the space you left must make a CON saving throw, taking 3d10 thunder damage on a failed save, or half on a success. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in, otherwise, the creature is left behind.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Hufflepuff Fey-Pact Defense Spell

Libere Movere (Freedom of Movement)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration 1 Hour

(Materials: a leather strap, bound around the arm or a similar appendage) You touch a willing creature. For the duration:

-The target’s movement is unaffected by difficult terrain
-Spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.

Finally, being underwater imposes no penalties on the target’s movement or attacks.

Hufflepuff Fey-Pact Support Spell

Pellucidi Pellis (Invisibility)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration 1 Hour

(Materials: an eyelash encased in gum arabic) A creature you touch becomes invisible until the spell ends.

Anything the target is wearing or carrying is invisible as long as it is on the target's person.

The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Hufflepuff Fey-Pact Support Spell

Legilimens (Detect Thoughts)

  • casting time 1 Action
  • range Self / 30 feet

  • components WIS 16
  • duration 1 Minute

You can read the thoughts of some creatures. For the duration, you can focus your mind on any 1 being that you can see within 30 feet of you. If they have an INT of 3 or lower or doesn’t speak any language, the creature is unaffected. You first learn the surface thoughts of the being. You can either shift your attention to another or attempt to probe deeper into the same mind. If you probe deeper, the target must make a WIS save (16). If it fails, you discover its reasoning, its emotional state, and something that looms large in its mind. If it succeeds, the spell ends. Either way, it knows that you are probing into its mind, and they can use its action on its turn to make an INT check contested by your INT check to end the spell. Questions verbally directed at the target shape the course of its thoughts, so this spell is effective as an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.
** This spell requires no spell slot or components.

Hufflepuff Fey-Pact Utility Spell (Interaction)

Apparate (Misty Step)

  • casting time 1 Bonus Action
  • range 30 Feet

  • components Verbal
  • duration Instant

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

A great way to evade enemies before or after you have made another action.

Hufflepuff Fey-Pact Defense Spell

Loqui Animale (Speak with Animals)

  • casting time 1 Action
  • range Self

  • components Verbal, Somatic
  • duration 10 Minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration.

The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.

You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

Hufflepuff Fey-Pact Utility Spell (Interaction)

Imago (Silent Image)

  • casting time 1 Action
  • range 60 ft/15 ft Cube

  • components INT 16
  • duration 10 Minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration.

The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC (16).

If a creature discerns the illusion for what it is, the creature can see through the image.

Hufflepuff Fey-Pact Utility Spell (Distraction)

Exhilaro (Tasha's Hideous Laughter)

  • casting time 1 Action
  • range 30 Feet

  • components WIS 16
  • duration 1 Minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.

The target must succeed on a WIS saving throw (DC 16) or fall prone, becoming incapacitated and unable to stand up for the duration.

A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another WIS saving throw.
---The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends

Hufflepuff Fey-Pact Crowd Control Spell

5 5
5 5
4 4
2 2
2 2
2 2
1 1
1 1
1 1

Magicae Lapis (Magic Stone)

  • casting time 1 Bonus Action
  • range Touch

  • components 1d6+4 Bludgeoning
  • duration 1 Minute

You touch one to three pebbles and imbue them with magic.

You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling.

If thrown, it has a range of 60 feet.
-If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier (+4), not the attacker’s, to the attack roll.

On a hit, the target takes bludgeoning damage equal to 1d6 + 4. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

Hufflepuff Fey-Pact Support Spell (Armament)

Glacius (Frostbite)

  • casting time 1 Action
  • range 60 Feet

  • components CON 16, 2d6 Frost
  • duration Instant

You cause numbing frost to form on one creature that you can see within range.

The target must make a CON saving throw (16).
-On a failed save, the target takes 2d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Hufflepuff Fey-Pact Attack Spell

Confringo (Eldritch Blast)

  • casting time 1 Action
  • range 120 Feet

  • components 1d10+4 Force x2
  • duration Instant

A beam of crackling energy streaks toward a creature within range.

Make a ranged spell attack against the target (+8 to hit).

On a hit, the target takes 1d10 force damage +4 (Agonizing Blast).

The spell creates more than one beam when you reach higher levels:
-5th level: 2 beams
-11th: 3 beams
-17th: 4 beams

You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Hufflepuff Fey-Pact Attack Spell

Accio (Mage Hand)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • 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
-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.

Hufflepuff Fey-Pact Utility Spell

0 0
0 0
0 0
0 0