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Manipulate Water

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Varies

You shape water you can see within range causing it to move and shape at to your command, selecting one of the following effects:

You can move or direct the flow of a 5-foot cube of water in direction, but the water will collapse back to following the flow of gravity at the start of your next turn unless you concentrate on keeping it in place.
You can form the water in shapes or cause it to animate. This changes last for 1 minute.
You can change the color or opacity of water in a 5-foot cube This change lasts for 1 hour.
You can freeze up to a 5-foot cube of water or thaw up to a 5-foot cube of ice. The water unfreezes or refreezes naturally based on the environmental conditions (usually taking an hour or more to complete melt or freeze unless in extreme conditions).

Warden (Elemental Soul) Transmutation cantrip

Manipulate Fire

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Varies

You control fire you can see within range causing it to bend to your command, selecting one of the following effects:

You can grant a creature of your choice within range resistance to fire damage until the start of your next turn.
You can spark, douse, or spread fire in a 5-foot cube, so long as there is fuel that can be ignited within the area.
You can control the brightness (halving or doubling it), color (turning the flames to any color of your choice), or shape of fire (forming simple shapes or forms) within a 5-foot cube for 10 minutes.

Warden (Elemental Soul) Transmutation cantrip

Entomb

  • casting time 1 action
  • range 60 feet

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

You attempt to encase a Medium or smaller creature you can see within ice. The creature must make a Strength saving throw or become restrained by ice for the duration. At the end of each of its turns, the target takes 1d8 cold damage and can make another Strength saving throw. On success, the spell ends on the target.

If the creature takes more than 5 fire or bludgeoning damage from a single damage roll while restrained, the ice breaks and the target is freed, ending the spell for the target.

Warden (Elemental Soul) 1st level Transmutation

Aldricor's Elemental Rebuke

  • casting time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • range 60 ft

  • components S
  • duration Instantaneous

You manipulate some of the incoming elemental energy, harnessing its power in your hand. The damage you take from the triggering damage type is cut in half as you hurl the energy back at the creature that damaged you, which bursts on impact. The creature must make a Dexterity saving throw. It takes 1d8 damage of the triggering type on a failed save, or half as much damage on a successful one.

Warden (Elemental Soul) 1st level Evocation

Disguise Self

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Firbolg 1st level Illusion

Detect Magic (Ritual)

  • casting time 1 action
  • range Self (30 ft)

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Firbolg 1st level Divination

Cold Snap

  • casting time 1 action
  • range 90 ft (5 ft radius)

  • components S
  • duration Instantaneous

With a snap of your fingers a swirling burst of freezing wind erupts at a point you choose within range. Each creature in a 5-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and becomes stuck in the ice, reducing their movement speed by 10 feet until the start of your next turn. On a success, the target takes half as much damage and is not stuck in ice.

The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn.

Warden (Elemental Soul) 2nd level Evocation

Fire Cyclone

  • casting time 1 action
  • range 60 feet

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

a pinch of ashes from a forest fire

Targeting a point on the ground you can see, you cause a cyclone made of whipping flames to fill a 10-foot radius, 30-foot high cylinder.

Creatures that are inside the spell when you cast it or enter it for the first time on a turn must make a Strength saving throw. On a failed saving throw, it takes 3d6 fire damage and is flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a successful save, the creature takes half as much damage and is not flung.

When a creature is not entirely inside the cyclone's radius but within 30 feet of its center at the start of its turn, it still feels the intense draw of the raging cyclone, and must spend 2 feet (or 3 feet if it is flying) of movement for every 1 foot it moves away from the cyclone.

For the duration of the spell, you can spend an action to move the cyclone up to 30 feet in any direction along the ground.

Warden (Elemental Soul) 3rd level Conjuration

Sleet Storm

  • casting time 1 action
  • range 150 ft (40 ft cylinder)

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

a pinch of dust and a few drops of water

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Warden (Elemental Soul) 3rd level Conjuration

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Fire Shield

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 10 minutes

a bit of phosphorus or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a chill shield.

Warden (Elemental Soul) 4th level Evocation

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