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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.

Racial Trait (Tiefling) 1st Evocation

Shatter

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Bard 2nd Evocation

Pyrotechnics

  • casting time 1 action
  • range 60 feet

  • components V. S
  • duration Instantaneous

Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Bard 2nd Transmutation

Darkness

  • casting time 1 action
  • range 60 feet

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

bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled

Racial Trait (Tiefling) 2nd Evocation

Shocking Grasp

  • casting time 1 reaction
  • range Touch

  • components V, S
  • duration Instantaneous

Due to the experiments inflicted upon you during your training as a Volstrucker Agent, whenever you activate your glyph cant, so long as it is active, you can cast this spell to defensively react to your enemy.

When an enemy attacks you or nearby allies within melee range, you can react to the attack by springing out to reflexively push them away. Your glyph cant sparks with energy as lightning races from your hands toward the nearest source.

If you make contact, you must make a melee spell attack roll against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. If you fail to make contact you take 1d4 lightning damage.

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

Volstrucker Agent Evocation Cantrip

Identify (ritual)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic
item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Bard 1st Divination

Inflict Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Due to the experiments inflicted upon you during your training as a Volstrucker Agent, whenever you activate your glyph cant, so long as it is active, you can cast this spell to impart the memory of that torture onto your enemy.

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

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.

Volstrucker Agent 1st Necromancy

Healing Word

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Bard 1st Evocation

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