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VEIL OF THE REAPER

  • casting time 1 Bonus Action
  • range Self

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

Materials: a dried corn husk or wheat straw

You wrap yourself in shadows that veil you between strikes. At the end of any turn in which you hit a creature with an attack roll, you become invisible until the start of your next turn.

The Crooked Moon 2nd-level illusion

UNRAVELING WHISPER

  • casting time 1 Action
  • range 30 ft

  • components V, S
  • duration 1 Round

Choose a creature you can see within range and whisper a frightful phrase that only the target can hear. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is frightened until the start of your next turn. On a successful save, the target takes half as much damage only.

While frightened in this way, the creature has vulnerability to your choice of bludgeoning, piercing, or slashing damage.

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.

The Crooked Moon 2nd-level enchantment

SUMMER WINDS

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Instantaneous

You unleash a blast of light and wind in a 15-foot cone. Your allies in the cone regain 2d6 hit points. Undead within the cone that are hostile to you must make a Constitution saving throw, taking 2d6 radiant 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 3rd level or higher, the damage and healing increase by 2d6 for each slot level above 2nd.

The Crooked Moon 2nd-level evocation

SHADOW DRAIN

  • casting time 1 Action
  • range Self

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

For the duration, you siphon away the vitality and sense of self through the shadows of creatures within 15 feet of you that aren’t behind total cover.

When you cast this spell, you can designate creatures to be unaffected by it. Whenever any other creature enters the area or starts its turn there, or when the area enters a creature’s space, the creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 necrotic damage and has disadvantage on attack rolls and ability checks until the end of its next turn. On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

The Crooked Moon 3rd-level necromancy

SCARLET DAWN

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

Crimson light shines down in a 20-foot-radius, 60-foothigh cylinder centered on a point within range. Each creature in that area that isn’t a Construct or Undead must make a Constitution saving throw, taking 4d10 necrotic damage on a failed save or half as much damage on a successful one. Constructs and Undead in the area regain 4d10 hit points.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, that other spell is dispelled.

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

The Crooked Moon 3rd-level evocation

SANGUINE SECRETS

  • casting time 1 Bonus Action
  • range 30 ft

  • components V, S, M
  • duration 1 Round

Materials: a drop of blood, which the spell consumes

You draw knowledge through the power of blood about a creature you can see within range. You learn the target’s species and creature type, its current hit points, and any conditions affecting it. You also learn if it has any of the following, and, if so, what they are: vulnerability, resistance, or immunity to damage or conditions.

Additionally, the next ability check or attack roll you make against the target before the end of your next turn has advantage.

The Crooked Moon 2nd-level divination

SANCTUM OF THE FLOCK

  • casting time 1 Minute
  • range 5 ft

  • components V, S, M
  • duration 24 Hours

Materials: powdered silver worth at least 25 gp, which the spell consumes

You create a 20-foot-radius sphere of faint, shimmering light centered on a point within range. You and a number of creatures of your choice up to your spellcasting ability modifier (minimum of 1 other creature) can absorb empowering magic from the sphere. When any of the chosen creatures finish a long rest in the area, the sphere vanishes, and those creatures gain 2d10 temporary hit points, and for the remainder of the duration, they have advantage on Charisma checks that use one of their skill proficiencies. Chosen creatures who don’t finish a long rest in the sphere gain no benefit.

The Crooked Moon 3rd-level transmutation

SANCTUM OF THE SHEPHERD

  • casting time 1 Minute
  • range 5 ft

  • components V, S, M
  • duration 24 Hours

Materials: adamantine or diamond powder worth at least 200 gp, which the spell consumes

You create a 20-foot-radius sphere of faint, shimmering light centered on a point within range. You and a number of creatures of your choice up to your spellcasting ability modifier (minimum of 1 other creature) can absorb protective magic from the sphere. When any of the chosen creatures finish a long rest in the area, the sphere vanishes, and those creatures gain a +1 bonus to AC for the remainder of the duration. Chosen creatures who don’t finish a long rest in the sphere gain no benefit.

The Crooked Moon 4th-level abjuration

SACRIFICIAL SIPHON

  • casting time 1 Action
  • range Touch

  • components S
  • duration Concentration, up to 1 minute

You touch another creature and lay a curse that drains the target’s vitality and transfers it to you. The target must make a Charisma saving throw. On a failed save, the target is cursed for the duration. While cursed, the target must subtract 1d4 from its attack rolls and ability checks, and when the target takes damage, you can use your reaction to gain 10 temporary hit points. On a successful save, you gain 5 temporary hit points, and the target must subtract 1d4 from its ability checks until the start of your next turn.

The Crooked Moon 4th-level necromancy

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PUPPET MASTER

  • casting time 1 Action
  • range 60 ft

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

Materials: a marionette string

One creature that you can see within range must succeed on a Wisdom saving throw or be charmed by you for the duration.

Magical marionette strings attach to the charmed creature’s limbs or body, and it must use its action on its turn to make a melee attack against a creature other than itself that you mentally choose, moving to reach the target if necessary. The target can act normally on its turn if you don’t choose another creature, or if the creature isn’t within the target’s reach after it moves. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.

On your later turns, you must take a bonus action to maintain control of the target, or the spell ends.

The Crooked Moon 4th-level enchantment

MYSTERIOUS PRESENCE

  • casting time 1 Action
  • range Touch

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

You touch a willing creature and shroud its presence. Until the spell ends, other creatures must subtract 1d4 from any Wisdom (Insight or Perception) checks made against the target.

The Crooked Moon Illusion cantrip

MURDER OF CROWS

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Instantaneous

Materials: a crow feather

You summon and unleash a murder of deadly crows. Each creature of your choice in a 30-foot cone originating from you makes a Dexterity saving throw. On a failed save, the target takes 5d6 force damage and is blinded. On a successful save, it takes half as much damage only. A blinded creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature regains any hit points. The crows disperse and vanish after they strike.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

The Crooked Moon 4th-level conjuration

MIST OF MOURNING

  • casting time 1 Action
  • range 60 ft

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

Materials: a vial of tears

You summon a thin mist that saps joy and vigor in a 20-foot-radius sphere centered on a point within range. Each creature in the mist when it appears, or when it moves into the mist for the first time on a turn or ends its turn there, must succeed on a Charisma saving throw or be filled with deep melancholy until the end of its next turn. An affected creature’s speed is halved, it has disadvantage on attack rolls, and it subtracts 1d8 from all its damage rolls.

The Crooked Moon 3rd-level enchantment

MIRRORED AGONY

  • casting time 1 Reaction**
  • range 60 ft

  • components V, S, M
  • duration Instantaneous

Materials: a pin or needle

**1 reaction, which you take when a creature you can see within 60 feet of you damages your ally

The triggering creature makes a Wisdom saving throw. On a failed save, it takes an amount of psychic damage equal to the damage it dealt to your ally. On a successful save, it takes half as much damage.

The Crooked Moon 5th-level abjuration

MARTYR

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

Materials: a dagger worth at least 1 cp

You touch a dead creature that died within the last minute and transfer your life essence into it. The target returns to life with hit points equal to your current hit point total. You immediately drop to 0 hit points (which nothing can prevent) with two failed death saving throws, and you must immediately make a death save. You can’t regain hit points or become stable until after you make this save.

The Crooked Moon 3rd-level necromancy

LUCKY CHARM

  • casting time 1 Action
  • range Touch

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

Materials: a four-leaf clover and a shard of broken mirror

You touch a Tiny, nonmagical object, infusing it with a portion of your own luck for the duration. While another creature carries the object, that creature has advantage on ability checks, attack rolls, and saving throws, and you have disadvantage on them.

The Crooked Moon 5th-level transmutation

ISOLATION

  • casting time 1 Action
  • range 120 ft

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

Materials: a small metal cube

One creature that you can see within range must succeed on a Wisdom saving throw or have its mind shrouded in the dread of total isolation. For the duration, all other creatures are invisible toward the target, which the target can’t see through—even with blindsight, truesight, or magic such as the See Invisibility spell—and the target can’t perceive other creatures with any of its other senses. The target moves around other creatures, or otherwise rationalizes not moving through spaces occupied by them (such as perceiving a door as closed or as a wall if another creature is standing in the way). The target still feels pain but can’t identify the source of any injury caused by another creature. The target repeats the saving throw at the end of each of its turns, ending the spell on itself on a success.

The Crooked Moon 3rd-level enchantment

INTRUSIVE DESPAIR

  • casting time 1 Action
  • range 90 ft

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

Materials: a devil’s trumpet blossom

You curse a creature within range, filling its mind with creeping paranoia and despair. When the target uses its action to attack or cast a spell, it must succeed on a Wisdom saving throw or waste its action. Once the target succeeds on three saving throws against this spell, the spell ends.

The Crooked Moon 4th-level enchantment

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HUNGERING BLADE

  • casting time 1 Bonus Action
  • range Self

  • components V, S
  • duration 1 Minute

You imbue a weapon you are holding, or your unarmed strikes, with ravenous negative energy. For the duration, when you hit a creature with an attack using the empowered weapon or unarmed strike for the first time on a turn, the target takes necrotic damage equal to your spellcasting ability modifier, and you gain a number of temporary hit points equal to the necrotic damage dealt.

The Crooked Moon 1st-level necromancy

HARROWING BALLAD

  • casting time 1 Bonus Action
  • range 120 ft

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

You inflict a mind-eroding song on a creature that you can see within range. If the creature has an Intelligence score of 4 or higher, it must succeed on an Intelligence saving throw or be charmed by you for the duration.

While charmed in this way, the target is struck with a rapidly repeating ballad that only it can hear, it takes 1d6 psychic damage at the start of each of its turns, and it has disadvantage on Wisdom (Perception) checks and on Constitution saving throws made to maintain its concentration. The target repeats the save at the end of each of its turns, ending the spell on a success.

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

The Crooked Moon 2nd-level enchantment

HARVEST MOONGLOW

  • casting time 1 Action
  • range 60 ft

  • components V, S, M
  • duration 1 Hour

Materials: a piece of Moonstone

You call upon the light of the harvest moon to illuminate a 20-foot-radius sphere centered on a point within range. The area is bathed in silvery dim light. Invisible creatures and objects in the light become visible as translucent, shimmering images. When one of your allies is within the light, it can use a bonus action to absorb some of the light and gain 2d6 temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 1d6 for each slot level above 3rd.

The Crooked Moon 3rd-level evocation

GHASTLY CHARGE

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Instantaneous

Materials: a Scrap of a banner

You call forth the spirits of long-dead knights, which charge forward from you in a 90-foot long, 20-foot wide line, and then vanish. Each creature of your choice in the line must make a Wisdom saving throw. On a failed save, a target takes 5d12 necrotic damage, is frightened of you until the start of your next turn, and must immediately use its reaction, if available, to move as far as its speed allows away from you, using the safest route. On a successful save, the creature takes half as much damage only.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.

The Crooked Moon 6th-level necromancy

FIELD OF REAPING

  • casting time 1 Action
  • range 90 ft

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

Materials: a dried corn husk or wheat hull

You create a shadowy field that reaps escaping life force in a 30-foot cube originating from a point within range. A creature hostile to you in the field when it appears, or when it enters the field for the first time on a turn or ends its turn there, is cursed until the end of its next turn. While cursed, the first time the creature takes damage during a turn, it takes an extra 1d6 necrotic damage, and a creature of your choice within the field that isn’t cursed by it regains a number of hit points equal to the necrotic damage taken.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

The Crooked Moon 5th-level necromancy

EYE BURN

  • casting time 1 Reaction**
  • range 30 ft

  • components V, S, M
  • duration 1 Round

Materials: a smear of camphor

**1 reaction, which you take when a creature you can see within range targets you with an attack

You sting the eyes of a creature attacking you. The target must make a Constitution saving throw (a creature with blindsight or immunity to the blinded condition succeeds automatically). On a failed save, the target is blinded until the end of the turn. On a successful save, it must subtract 1d4 from the triggering attack roll. The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours.

The Crooked Moon Transmutation cantrip

DISSOLUTION

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

break the target’s substance down into its most fundamental components. Make a melee spell attack. On a hit, the target takes 1d8 force damage, and its AC is reduced by 1 against the next attack roll made against it before the end of your next turn.

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

The Crooked Moon Transmutation cantrip

DEVIL’S DUE

  • casting time 1 reaction**
  • range 30 ft

  • components V, S
  • duration Instantaneous

(Materials: a glob of pitch) **1 reaction, which you take when another creature within range takes damage

You absorb a measure of a creature’s suffering and escaping vital essence. Expend and roll one Hit Die. You regain a number of hit points equal to the number rolled plus your spellcasting ability modifier.

If the creature took damage from a critical hit, double the number of hit points you regain.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can expend one additional Hit Die for each slot level above 1st.

The Crooked Moon 1st-level necromancy

CURSED CACOPHONY

  • casting time
  • range Special

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

Materials: a Sheet of music

You focus on a creature that you are familiar with that is on the same plane of existence as you. The target must succeed on a Wisdom saving throw or be cursed for the duration. Once a target fails its saving throw against this spell, you can’t target it with a ritual casting of the spell for 24 hours.

While cursed, the target hears haunting, discordant music and has disadvantage on ability checks, attack rolls, and saving throws. The first time the target fails one of those rolls during a turn, it repeats the save against this spell with neither advantage nor disadvantage, ending the spell early on a success.

The Crooked Moon 3rd-level enchantment (ritual)

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CULLING SICKLE

  • casting time 1 Bonus Action
  • range Self

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

You create a ghostly sickle that lasts for the duration and can strike out at your foes. The sickle appears hovering in your space and moves with you. When you cast this spell and as a bonus action on each of your turns, you can direct it to fly at and strike a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 necrotic damage, and you gain temporary hit points equal to half the damage dealt. After the sickle hits or misses, it returns to hover in your space.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

The Crooked Moon 3rd-level necromancy

CROOKED WARD

  • casting time 1 Action
  • range Touch

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

Materials: a five-pointed wicker star

You touch an immobile surface and mark a symbol that causes agony in twisted creatures. An invisible, 30-footradius sphere springs out from the point you touch. Each Aberration, Fey, Fiend, Monstrosity, or Undead in the sphere has disadvantage on ability checks and attack rolls. When an affected creature enters the sphere for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw or be frightened until the start of its next turn.

At Higher Levels. You can maintain concentration on this spell for longer if you cast it using a spell slot of 4th level (up to 1 hour) or 5th level (up to 8 hours). If you use a 6th level spell slot or higher, the spell doesn’t require concentration, and the duration becomes 24 hours.

The Crooked Moon 3rd-level abjuration

CRIMSON HARVEST

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Instantaneous

Materials: a vial of blood

A wave of blood sweeps out from you. Each creature of your choice within 15 feet of you that isn’t behind total cover must make a Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one.

If you damage at least one Small or larger creature, one creature of your choice that you can see within the area regains a number of hit points equal to half the damage roll.

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.

The Crooked Moon 3rd-level necromancy

CREEPING ROT [1/2]

  • casting time 1 Action
  • range 90 ft

  • components V, S
  • duration 1 Minute

You send tendrils of black and gray rot toward a target that you can see within range. Three tendrils then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or a nonmagical plant that isn’t a creature, such as a tree or shrub. In either case, each can be targeted by only one of the tendrils.

A target that is a creature must make a Constitution saving throw. On a failed save, it takes 3d8 necrotic damage and is poisoned for the duration. On a successful save, it takes half as much damage only. A creature poisoned in this way takes 1d8 necrotic damage at the start of each of its turns. A poisoned creature repeats the save at the end of each of its turns, ending the spell on itself on a success.

A Plant creature automatically fails the initial save, and a nonmagical plant that isn’t a creature simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, one additional tendril leaps from the first target to another

The Crooked Moon 3rd-level necromancy

CREEPING ROT [2/2]

  • casting time 1 Action
  • range 90 ft

  • components V, S
  • duration 1 Minute

target for each slot level above 3rd.

The Crooked Moon 3rd-level necromancy

CONSUMING PYRE

  • casting time 1 Action
  • range 90 ft

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

You cause a creature that you can see within range to burst into consuming, relentless flames. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 fire damage and 2d8 necrotic or radiant damage (choose when you cast the spell), and the radiant flames linger. On a successful save, it takes half as much damage only.

While the flames linger, the creature takes the damage again at the start of each of its turns. The target, or another creature within reach of the target, can take an action to allow the target to repeat the saving throw, ending the spell on a success.

A creature killed by the damage from this spell is reduced to ash, along with any nonmagical equipment it is wearing or carrying.

The Crooked Moon 4th-level evocation

CHAIN OF CONVICTION

  • casting time 1 Bonus Action
  • range 30 ft

  • components S
  • duration 1 Minute

You hurl a spectral, barbed chain at a creature that you can see within range. The target makes a Strength saving throw. On a failed save, the target takes 2d6 force damage, is pulled up to 30 feet toward you, and is bound by the chain. While bound by the chain, the creature is tethered to you and can’t move or teleport to a space more than 30 feet away from you, and you have advantage on attack rolls made against the creature.

On a successful save, the target takes half as much damage only. The bound target repeats the save at the end of each of its turns, ending the spell on itself on a success. If you are ever more than 30 feet away from the target, the spell ends.

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

The Crooked Moon 2nd-level conjuration

CHORUS OF THE LOST

  • casting time 1 Action
  • range 60 ft

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

Materials: a silver bell worth at least 10 GP

You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage, and it is frightened for the duration. On a successful save, it takes half as much damage, and it is frightened until the end of its next turn. A frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success.

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

The Crooked Moon 2nd-level Necromancy

CAPTIVATE UNDEAD

  • casting time 1 Action
  • range 60 ft

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

Materials: a pinch of bone dust

You usurp the negative energy animating an Undead creature that you can see within range, attempting to take control of it. The target must make a Charisma saving throw. On a failed save, for the duration, the target is charmed by you (ignoring any immunity to that condition), and it is friendly toward you. On a successful save, the target has disadvantage on the next attack roll it makes against you before the start of your next turn. If you or any of your allies damage the target or force it to make a saving throw, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Crooked Moon 1st-level Necromancy

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CALL OF THE WILD

  • casting time 1 Action
  • range Self

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

Materials: a bit of animal fur or hide

You unleash a primal howl that calls lesser creatures to your command. Each Beast in a 100-foot sphere centered on you when you cast the spell must make a Wisdom saving throw. On a failed save, a target is charmed by you, it can understand your commands, and it follows them on its next turn to the best of its ability. On your subsequent turns, you can take an action to issue a new command. On a successful save, a target is charmed by you until the start of your next turn, but you have no additional ability to command it. The howl is audible within 300 feet.

Crooked Moon 4th-level Enchantment

BURIED ALIVE

  • casting time 1 Action
  • range 60 ft

  • components V, S, M
  • duration Instantaneous

Materials: a pinch of grave dirt

You send your enemies to their graves even if they aren’t dead yet. A creature that you can see within range that is standing on the ground must make a Strength saving throw. On a failed save, the ground opens and swallows the target, burying it up to 10 feet deep. While buried, the target has total cover, has the restrained and blinded conditions, and can’t breathe. On a successful save, the target is knocked prone, and its speed is reduced to 0 until the end of its next turn. A buried creature can dig out of the grave by using its action to make a DC 15 Strength (Athletics) check. On a success, it digs 5 feet closer to the surface. If it succeeds by 5 or more, it reaches the surface. When the creature reaches the surface, it exits the ground prone.

The target automatically succeeds on its saving throw if it’s standing on any thickness of stone or metal, or at least 2 inches of wood.

Crooked Moon 4th-level Transmutation

ANCESTRAL COMMUNION

  • casting time 1 Action
  • range Self

  • components V, S
  • duration up to 1 minute

Concentration.

You invoke the wisdom of your ancestors to gain insight into your trials. When you cast the spell, and at the start of each of your turns for the duration, you gain inspiration if you don’t already have it.

Crooked Moon 1st-level Divination

BLOOD BOLT

  • casting time 1 Action
  • range 90 ft

  • components V, S
  • duration Instantaneous

You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 necrotic damage, and you gain a number of temporary hit points equal to your proficiency bonus.

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

Crooked Moon Necromancy Cantrip

BLOOD SACRIFICE

  • casting time 1 Bonus Action
  • range Self

  • components V, S, M
  • duration 1 Minute

Materials: A drop of your own blood.

You sacrifice a portion of your life force to enhance your magical power. When you cast this spell, you take 1d6 necrotic damage, which can’t be reduced or prevented in any way. For the duration, when you cast a spell that deals damage, one target of the spell (your choice) takes an extra 1d6 damage of the same type as the spell’s normal damage type (your choice if there are multiple).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage you take and the extra damage your spells deal both increase by 1d6 for each slot level above 2nd.

Crooked Moon 2nd-level Necromancy

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