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True Resurrection

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

A sprinkle of holy water and diamonds worth at least 50,000gp,
which the spell consumes

( ) You touch a dead creature that has been dead for no more than a century, that didn’t die of old age. If the creature’s soul is free and willing, the creature can make its Resurrection Roll, and on a success it is restored to life with all its hit points.
If the creature has been dead for more than 100 years, you increase the DC of the Resurrection Roll by 5 for every 50 additional years it has been dead.
The spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Cleric, Druid Necromancy

Resurrection [1/2]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

A diamond worth at least 5,000gp, which the spell consumes

() You touch a dead creature that has been dead for no more than a half a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target can make its Resurrection Roll, and on a success it returns to life with all its hit points. If the creature has been dead for more than 50 years, you increase the DC of the Resurrection Roll by 5 for every 10 additional years it has been dead. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like, if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature

Bard, Cleric Necromancy

Resurrection [2/2]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

A diamond worth at least 5,000gp, which the spell consumes

that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Bard, Cleric Necromancy

Reincarnate

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

Rare oils and unguents worth at least 1,000gp, which the spell
consumes

() You touch a dead humanoid or a piece of a dead humanoid and the spell forms a new adult body for it and then calls the soul to enter the body. If the target’s soul isn’t free or willing to do so, the spell fails. The creature can then make its Resurrection Roll and on a success it successfully enters the new body.
If the creature has been dead for more than 10 days, you increase the DC of the Resurrection Roll by 5 for each additional day it has been dead.
The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The GM rolls a dice to determine what form the creature takes when restored to life, or the GM chooses a form.
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Druid Transmutation

Raise Dead [1/2]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth at least 1,000gp, which the spell consumes

( ) You attempt to return a dead creature you touch to life. If the creature’s soul is both willing and at liberty to rejoin the body, the creature can make its Resurrection Roll, and on a success it returns to life with 1 hit point.
If the creature has been dead for more than 10 days, you increase the DC of the Resurrection Roll by 5 for each additional day it has been dead.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects, if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty

Bard, Cleric Necromancy

Raise Dead [2/2]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth at least 1,000gp, which the spell consumes

to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Bard, Cleric Necromancy

Witch Bolt

  • casting time 1 Action
  • range 30ft

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

a twig from a tree that has been struck by lightning

() A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your bonus action to deal 1d12 lightning damage to the target automatically.
The spell ends if you use your bonus action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it
has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Sorcerer, Warlock, Wizard Evocation

Water Reel

  • casting time 1 Action
  • range 30ft

  • components S, M
  • duration Instantaneous

an open source of water within range

() Choose a source of water that you can see within range that has a volume of at least 4 pints or half a gallon. Choose a creature within 30 feet of the source of water, that target must succeed on a Strength saving throw or take 1d6 slashing damage and, if it is Large or smaller, you can pull the creature up to 10 feet towards the source of water.
At Higher Levels. The spell’s damage increases by 1d6 & you can target an additional creature within range when you reach 5th level (2d6 and 2 targets), at 11th level (3d6 & 3 targets), and at 17th level (4d6 & 4 targets).

Druid, Sorcerer, Wizard Transmutation

True Strike

  • casting time 1 action
  • range 30ft

  • components S
  • duration Concentration, up to 1 minute

You point a finger at a target in range. Your magic twists the entropic forces around a target’s defenses. For the spell’s duration, the first attack roll you make that misses instead becomes a hit.

Bard, Wizard, Warlock, Sorcerer Divination

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7 7
7 7
5 5
5 5
5 5
1 1
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0 0

Tranquil Walk

  • casting time 1 Action
  • range - Self / 30ft radius sphere

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

a tiny silver bell

() You create a field of divine peaceability that reaches out to a 30-foot-radius circle. All creatures in range (including you) are affected by the field, creatures that start their turn in range cannot take the Dash action on their turn and while in range have disadvantage on Dexterity saving throws.
Creatures immune to charm are unaffected by this spell.

Cleric Enchantment

Slivers

  • casting time 1 Action
  • range 60ft

  • components V, S, M
  • duration Instantaneous

a small knife

( ) You cause a magical sliver to whip towards a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage. On a miss, you repeat the attack roll against a creature 5 feet directly behind the target but still in range of the spell. Hit or miss, the cantrip ends.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sorcerer, Wizard Evocation

Remove Curse pt2

  • casting time 1 Action / 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

SEE DESCRIPTION

● A black pearl, harvested but a week ago
● A book that has never been read
● A rose that grows in darkness but not sunlight
● A life willingly given
● Bathing in a portion of the sea on the full moon
● A wish spell

Cleric, Paladin, Warlock, Wizard Abjuration

Remove Curse

  • casting time 1 Action / 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

SEE DESCRIPTION

At your touch, any curse of 3rd level or below on one creature or object ends. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
For each spell of 4th level or higher on the target, you will require a material component that is consumed when this spell is finished casting at the end of an hour.
The spell will require an additional component for each level higher than 4th and must be a different component to one already used. The DC to Remove the curse is 10 + the spell’s level and the type of roll is determined by the DM. On a successful check, the spell ends, on a fail you gain one level of exhaustion and the curse remains.
Below are some—but not all—of the materials that can be used for this ritual.
● A Hag’s promise
● A strand of hair from the lost but not found
● A twice murdered raven
● The highest pinecone of a forest
● A clock which runs backwards

Cleric, Paladin, Warlock, Wizard Abjuration

Philippus’ Power Within

  • casting time 1 Bonus Action
  • range Self

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

You magically release the limiters on your physical body, exuding power and gaining the following benefits:
● Your add a d4 to your melee weapon attack rolls and damage rolls
● Your walking speed is increased by 10ft
● You gain advantage on Dexterity and Strength saving throws
● You can ignore up to two levels of exhaustion until the spell ends.
While this spell is active, at the end of each of your turns, you reduce your health by your proficiency bonus. This health reduction does not cause you to make a concentration check for the purposes of concentrating on spells.

Cleric, Warlock, Druid Transmutation

Philippus’ Magic Shield

  • casting time 1 Bonus Action
  • range Touch

  • components V, S, M
  • duration 1 hour

a strip of rare wood or metal worth at least 25gp

() You touch a non-magical shield. Until the spell ends that shield has the following benefits:
● Becomes a magic shield with a +1 bonus to AC
● Grants its wielder proficiency with shields
● Grants its wielder resistance to force damage.

Cleric, Warlock, Wizard Abjuration

Poison Mist

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

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

a vial of poison worth at least 10gp

() You create a 20-foot-radius sphere of poisonous gas centered on a point within range.
The cloud spreads around corners, and its area is lightly obscured. The cloud lingers in the air for the duration.
Each creature within the cloud at the start of its turn must make a Constitution saving throw. On a failed save, the creature is poisoned for 1 minute and it takes 3d4 poison damage. On a success, the creature takes half as much damage. Creatures that do not breathe air are unaffected by the mist. Poisoned creatures can repeat the save at the end of their turn if they are not inside the poison mist, ending the effect on themselves on a success.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Druid, Wizard, Sorcerer Conjuration

Murial’s Combustion

  • casting time 1 bonus action
  • range 5ft

  • components S
  • duration Instantaneous

You create a small combustion of flame in an open hand and aim it at a target within range. The target must make a Dexterity saving throw, if it is taking the dodge action it does not gain advantage on its dexterity saving throw against this spell. On a failed
save, the creature takes 3d6 fire damage or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Wizard, Sorcerer, Warlock Evocation

Morella’s Homing Arrows

  • casting time 1 bonus action
  • range Self

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

a pair of small lodestones

(
) You infuse your hands with subtle magic that manipulates arrows, bolts, bullets or other similar ammunition to seek targets. For the duration, when you make a ranged weapon attack you can add your Spellcasting ability modifier to the attack rolls and damage rolls with that weapon instead of your regular modifier. If you change your modifier in this way, your attacks do force damage instead.
You can also ignore half cover, three quarters cover, and full cover as the missile travels around obstacles to hit its target. This can only occur if the distance the missile has to travel around an obstacle is within the maximum range of your ranged weapon.
You do not have to see your target to attempt to hit it, but you must know if it’s hiding behind a particular obstacle (DM’s discretion).

Bard, Wizard, Ranger Divination

2 2
0 0
3 3
3 3
3 3
2 2
3 3
1 1
2 2

Missilecatcher Ward

  • casting time 1 bonus action
  • range 90ft

  • components V, S, M
  • duration 1 minute

several small chains tangled up

() You create an invisible magical ward to protect a willing creature you can see within range. The ward follows the creature for the duration. Ranged attack rolls made against the warded creature have their attack roll reduced by your spellcasting modifier (minimum of 1). If a ranged weapon attack misses the warded creature you can use your reaction to shunt the ammunition towards a target you can see within
the spell’s range. Make a ranged spell attack, dealing 1d6 + your spellcasting modifier of the ammunition’s damage type on a hit.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 damage for each level above 2nd.

Cleric, Warlock, Wizard Abjuration

Metal Magic: Transmetallurgy

  • casting time 1 bonus action
  • range Touch

  • components S, M
  • duration 1 hour

a non-magical metal melee weapon worth at least 1sp

() You transmute the outer coating of a non-magical metal weapon into adamantine, silver, mithril, or a similar metallic alloy that you are familiar with. The weapon appears visibly magical, glowing with a faint aura. This change allows your weapon to overcome certain resistances, immunities, and makes the weapon more durable (DM’s discretion), but it does not make the weapon magical. If the weapon would break, the spell ends instead and the weapon remains undamaged.
When the spell ends, the weapon returns to normal.

Wizard Transmutation

Metal Magic: Testudo

  • casting time 1 bonus action
  • range Touch

  • components S, M
  • duration 1 minute

metal armor, and a bag of caltrops which is consumed

( ) You touch the surface of doffed metal armor and fuse caltrops onto it, changing their shape and forming a magical spiky layer. If the armor is donned and the creature is unwilling you must make a melee spell attack roll against the target’s AC.
When a creature touches the wearer of the armor or scores a hit against them while within 5ft, it takes 1d8 piercing damage. The armor does not damage its wearer.
When the spell ends, the spikes regress into the armor and it returns to normal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional armor for each level above 1st.

Bard, Wizard, Sorcerer Transmutation

Metal Magic: Screeching

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration Instantaneous / Up to 1 minute

a chip of chalk and a ring of metal, worth at least 10gp

() A shrill, high-pitched, scratching sound 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. On a fail, a creature takes 2d10 thunder damage and is deafened. On a success, a creature takes half as much damage.
The creature can repeat the saving throw at the end of its turn, ending the effect on a success. This spell has no effect on creatures who are already deafened or cannot hear.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each level above 1st.

Bard, Wizard Illusion

Metal Magic: Rain of Metal

  • casting time 1 action
  • range 60ft / 20ft cube

  • components S, M
  • duration 1 minute

a straight piece of metal worth at least 10gp, which is consumed

() You clutch a straight piece of metal in an open hand and conjure metal shards and spikes the size of small javelins from an unoccupied space in the air. The metal shards fall in an area within 60ft of you that you can see.
All targets within a 20ft cube must make a Dexterity saving throw. A target takes 2d10 piercing damage on a fail, or half as much damage on a success. The ground is then littered with metal shards of various sizes that is considered difficult terrain, and lasts for the duration. When a creature moves into or within the area of shards, it takes 1d10 piercing damage for every 5 feet it travels.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d10 damage for each level above 3rd.

Bard, Wizard, Warlock Conjuration

Metal Magic: Molten Coins

  • casting time 1 action
  • range Self/15 ft cone

  • components S, M
  • duration Instantaneous / Up to 1 minute, Concentration

a handful of coins worth at least 1gp, which the spell consumes

( ) You superheat several coins that fit in your hand and throw the coins in a 15 foot cone originating from yourself. Each creature in range must make a Dexterity saving throw.
On a fail, the target takes fire damage and is peppered in molten coins. On a success, the target takes half as much damage.
The amount of damage dealt changes based on the threshold of value of the coins thrown.
● 1gp - 2d4 fire damage
● 10gp - 2d6 fire damage
● 100gp - 2d10 fire damage
At the start of a creature’s turn, it takes fire damage equal to a single die of the damage dealt from the molten coins. A creature can use an action to remove the coins ending the effect on itself. This effect also ends if you drop concentration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by an additional die of damage for each level above 1st.

Bard, Wizard, Sorcerer, Warlock Transmutation

Metal Magic: Mecha Mount pt2

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a pile of metal worth at least 50gp

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the mount’s HP is increased by 15 and its AC is increased by 1 for each level above 2nd.

Bard, Wizard Transmutation

Metal Magic: Mecha Mount [1/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a pile of metal worth at least 50gp

() You touch a pile of metal and begin a spell that transmutes and reconstructs the pile.
When you finish casting this spell, you can create a mount whose size is Large or smaller. The mount takes the shape of any beast, monstrosity, or mechanical vehicle you are familiar with. You can conjure saddles and a bit and bridle, but this equipment is permanently affixed to the mount. The mount only acts while you or a creature your designate are mounted on it and can only be mounted by a creature one size smaller than it. The mount is noisy and can be heard from up to 100ft away while moving.
The rider can use its bonus action to have the mount make a single slam attack against a target within 5ft, using your spell attack modifier. The slam deals 2d6 + the level of the spell bludgeoning damage.
The mount is considered a construct and has 15 HP, 15 AC, and a speed of 40ft. It has resistance to piercing and slashing damage, immunity to psychic & poison damage and the poisoned condition, and can’t be exhausted. When the spell

Bard, Wizard Transmutation

Metal Magic: Mecha Mount [2/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a pile of metal worth at least 50gp

ends, the mount falls apart and returns to being a pile of metal. The spell also ends if its HP drops to 0 or you end it as an action.

Bard, Wizard Transmutation

2 2
2 2
1 1
1 1
3 3
1 1
2 2
2 2
2 2

Metal Magic: Iron Flesh

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 minute

a sheet of metal worth 10gp, that is consumed

( ) You touch a willing creature. Until the spell ends, the target’s skin has a metallic luster, and the target’s AC can’t be less than 18, regardless of what kind of armor it is wearing. Additionally, the target reduces all bludgeoning, slashing, and piercing damage it takes by 2.
Whether or not the target is wearing metal armor, it is treated as having metal armor for the purposes of spells like Heat Metal or Shocking Grasp.

Bard, Wizard, Sorcerer Transmutation

Metal Magic: Invocation of Lead

  • casting time 1 action
  • range 30ft

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

a lump of lead, worth at least 10gp

( ) You choose a Large or smaller creature you can see within range, and begin to transmute some of the iron within its body into lead. The target must succeed on a Constitution saving throw. On a fail, the target has its movement speed halved, cannot take the dodge action, and cannot jump unless magically aided.
Additionally, the target’s weight is increased by 50% and it is treated as if it was wearing metal armor for the purposes of spells like Heat Metal or Shocking Grasp. The target repeats its saving throw at the end of each of its turns, ending the effect on itself on a success.
Creatures that have no blood (such as elementals and constructs) are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level, the size of the creature you can affect becomes Huge or smaller. The size becomes Gargantuan or smaller when you use a 7th level spell slot. The size becomes Colossal or smaller when you use a 9th level spell slot.

Wizard, Warlock Transmutation

Metal Magic: Harkon’s Reconstruction [1/2]

  • casting time 1 action
  • range Touch / 30ft

  • components S, M
  • duration Instantaneous

a non-magical metal weapon or shield, which is consumed

You transform a non-magical weapon or shield you are holding into one of the following:
● Unstable Mass - You create a chunk of unstable metal. As an action, a creature can throw this chunk up to 30ft. On impact it explodes damaging all targets within a 5ft radius sphere. A target must make a Dexterity saving throw. On a fail, the target takes 4d6 Piercing damage or half as much damage on a success. If the consumed item is worth 6gp or greater, the damage becomes 4d8 instead. If not immediately thrown, the chunk lasts 1d4 rounds before it explodes.
● Reforge - You create a non-magical metal weapon or shield. If the gold value of the created item is greater than the consumed one you must spend the difference in gold. The created item can contain non-metal parts (such as a wooden shaft or leather grip) but must be primarily made of metal, must be a weapon or shield you are familiar with, and can’t be complex in design unless you are capable of crafting such equipment.
At Higher Levels. When you cast this spell using a

Bard, Wizard, Warlock Transmutation

Metal Magic: Harkon’s Reconstruction [2/2]

  • casting time 1 action
  • range Touch / 30ft

  • components S, M
  • duration Instantaneous

a non-magical metal weapon or shield, which is consumed

spell slot of 3rd level or higher, the damage increases by 1d6 (or 1d8 if 6gp or higher) for each level above 2nd.

Bard, Wizard, Warlock Transmutation

Metal Magic: Harkon’s Reconstruction pt2

  • casting time 1 action
  • range Touch / 30ft

  • components S, M
  • duration Instantaneous

a non-magical metal weapon or shield, which is consumed

1d6 (or 1d8 if 6gp or higher) for each level above 2nd.

Bard, Wizard, Warlock Transmutation

Mekamortem’s Magic Ammo

  • casting time 1 bonus action
  • range Touch

  • components S, M
  • duration 1 hour

a single piece of ammunition or a javelin, which is consumed

( ) You touch a quiver, bolt case, or other holster that holds at least 1 piece of ammunition or a javelin. One piece of ammunition or a javelin turns to ash within and then you create up to 10 pieces of the chosen ammunition or javelin shaped from your magic. This ammunition is considered magical and deals force damage instead of the weapon’s original damage type.
Ranged attack rolls or thrown attacks made with this ammunition have its normal range increased by 30 feet.

Bard, Wizard, Warlock Conjuration

Mekamortem’s Lodestone Well pt2

  • casting time 1 Action
  • range 60ft / 30ft-sphere

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

a large lodestone infused with a rare metal, worth at least 50gp

objects attached to the lodestone when this spell ends, it all drops into a pile in the lodestone's space.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d4 and the range of the lodestone’s field increases by 5ft for each slot level above 2nd.

Wizard, Sorcerer Conjuration

Mekamortem’s Lodestone Well pt1

  • casting time 1 Action
  • range 60ft / 30ft-sphere

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

a large lodestone infused with a rare metal, worth at least 50gp

A 5-foot-diameter ethereal hovering lodestone appears in an unoccupied space of your choice within range and lasts for the duration. The lodestone has various effects within a 30ft-radius sphere:
● The first time the lodestone is created, loose objects made of metal that are not being held or carried within its range are shunted chaotically towards it. If there are any loose metal objects, creatures within range of the Lodestone must succeed on a Dexterity saving throw or take 4d4 damage (damage type decided by DM).
● Creatures wearing armor, a shield, or wielding weapons made of metal within the lodestones range move as if they were in difficult terrain.
● Melee weapon attack rolls with weapons made of metal, within the lodestones area, are made with disadvantage.
● Ranged weapon attack rolls that pass through the lodestones area, if the missiles are made of metal, are made with disadvantage. If there are any metal ->

Wizard, Sorcerer Conjuration

Mage’s Mark

  • casting time 1 bonus action
  • range 90ft

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

a quill tipped with ink

() You choose a creature or object you can see within range and mark it with a small visible arcane sigil, then choose between cold, fire, lightning, poison, or thunder.
When dealing damage to a marked target, with a weapon attack, spell attack, or spell that forces a saving throw, you deal an extra 1d4 damage of the chosen type.
You can use a bonus action on a subsequent turn to change the damage type to another from the list above.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can mark an additional target for each level above 2nd.

Bard, Wizard Evocation

4 4
3 3
2 2
2 2
2 2
2 2
2 2
2 2
1 1

Light Burst

  • casting time 1 Action
  • range 30ft

  • components V, S, M
  • duration Instantaneous, 1 minute

a pinch of moon dust

() You shoot a whirring mote of cosmic light at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target is blinded until it is attacked or makes an attack, or until the end of your turn.
At the point of impact, a bright light is emitted in a 5-foot radius sphere and another 5-feet of dim light for 1 minute, or until the spell is cast again.
This cantrip cannot blind creatures who cannot see.
At Higher Levels. You can target an additional creature or object within 5-feet of the original target when you reach 5th level (2 targets), at 11th level (3 targets), and at 17th level (4 targets).

Bard, Cleric, Warlock Illusion

Impact Ward [formerly Blade Ward]

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 1 round

You extend your hand and trace a sigil of warding in the air. Choose either bludgeoning, piercing, or slashing damage, until the start of your next turn, you gain a +5 AC against weapon attacks that deal that type of damage.

Bard, Wizard, Warlock, Sorcerer Abjuration

Hex of the Surging Manacles

  • casting time 1 action
  • range 90ft

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

a pair of melted manacles that have been struck by lightning

() You point at two creatures you can see within range, tethering them with a chain of lightning. While the tethered creatures are within 30 feet of each other, they each take 1d10 lightning damage at the start of either tethered creature’s turn.
A remove curse cast on either target ends this spell early.
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 level above 2nd.

Bard / Warlock / Wizard / Sorcerer Evocation

Hemomancy: Scarlet Blades

  • casting time 1 reaction (which you take in response to being damaged by a creature in range)
  • range 30 ft

  • components V, S
  • duration Instantaneous, 1 minute

You fling your blood towards a creature that has damaged you, make a ranged spell attack against a creature you can see. On a hit the creature takes 2d6 slashing damage and is cursed by your blood. If you are below half your max health when you cast this spell the damage is instead increased to 2d8. For 1 min, whenever that creature deals damage to you, you can use a reaction to flare your blood and deal 1d6 slashing damage to the creature or 1d8 if you are below half your max health. A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial slashing damage increases by 1d6 or 1d8 if you are below half your maximum health for each slot level above 1st.

Warlock Enchantment

Hemomancy: Mourning Star

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous, 1 minute

You make a melee spell attack against a creature you can touch. On a hit, the target takes 2d8 Necrotic damage as spikes of blood shoot out from its body. The creature must then succeed on a Constitution saving throw or have the blood crystallize, halving its movement speed for the duration. The creature can repeat the saving
throw at the end of each of its turns, ending the effects on itself on a success.
Creatures with no blood (such as elementals and constructs) are immune to this spell. When the blood crystallizes for the first time, other creatures within 5ft of the target (other than the caster), must succeed on a Dexterity saving throw or take 2d6 Piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d8 or piercing damage increases by 1d6 (your choice) for each slot level above 2nd.

Warlock Necromancy

Hemomancy: Dance of the Sangurse pt2

  • casting time 1 bonus action
  • range 30ft

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

the corpse of a dead creature, required

This spell has no effect on corpses that have no blood or have spells like gentle repose cast on it. This spell also ends early if a remove curse or similar spell is cast on the corpse.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 damage for each level above 2nd.

Sorcerer / Warlock Necromancy

Hemomancy: Dance of the Sangurse pt1

  • casting time 1 bonus action
  • range 30ft

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

the corpse of a dead creature, required

You target the corpse of a dead creature within range causing the blood in its body to animate, writhing like gelatinous tendrils. When you cast this spell you can command the tendrils to strike a creature within 10ft of the corpse. Make a melee spell attack, on a hit the target takes necrotic damage equal to 1d6 + your spellcasting ability modifier and is grappled. A creature grappled by the tendrils can make a Strength check against your spell save DC, freeing itself on a success. If the blood of the targeted corpse has other properties (such as being poisonous or acidic) you can choose to deal damage based on the blood instead (DM’s discretion).
You can repeat this attack as a bonus action, or you can target a different corpse and have the tendrils animate from that corpse instead and then repeat the attack. If the tendrils are made to reanimate from another corpse, it releases any creature it has grappled. The tendrils can only grapple a number of creatures equal to the level this spell was cast at.

Sorcerer / Warlock Necromancy

Hemomancy: Blood to Rot

  • casting time 1 action
  • range 60ft

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

You begin a process of forced necrosis in the body of a creature you can see within
range. The target must make a Constitution saving throw, and it has disadvantage on
this save if it is below half its maximum health when the spell is cast. On a fail, the
target takes 2d8 necrotic damage and becomes poisoned.
While poisoned in this way the creature cannot regain hit points for the duration. It
can repeat its saving throw at the end of each of its turns and makes the saves with
disadvantage if it is below half its maximum health, ending the effect on itself on a
success. Creatures with no blood (such as elementals and constructs) are immune to
this 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.

Druid / Warlock Necromancy

Hemomancy: Auburn Edge

  • casting time 1 bonus action
  • range Self

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

As a bonus action you move blood to the edge of a single non-magical melee weapon
you are wielding forming a jagged edge or hardened layers of blood gaining the
following benefits:
● Your weapon becomes magical
● Your weapon gains the reach property if it doesn’t already
● Roll a d4 each time you score a hit with the weapon, you reduce your health by
the number rolled and you deal additional damage with that attack equal to
double the number rolled. If you are below half your maximum health, the
additional damage is tripled.
If you are disarmed, drop the weapon, or are incapacitated, the spell ends on that
weapon. You can use this spell on another non-magical weapon you are wielding
during this spell’s duration as a bonus action.

Warlock Transmutation

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Halaster’s Sword Barrage

  • casting time 1 Action
  • range Self / 60ft

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

a set of two miniature silver swords, worth at least 100gp

You create six swords shaped from planar force in your space. The swords float in the
air and orbit you for the spell’s duration. When you cast the spell — and as a bonus
action on each of your turns thereafter — you can expend one or two of the swords,
sending them streaking toward a target you choose within 60 feet of you. You can also
use this spell effect if a hostile creature moves into range for the first time on its turn
or ends its turn in range, as a reaction.
Once a sword reaches its destination make a melee spell attack roll against the
target. The sword deals 2d10 force damage on a hit. After the sword strikes its target,
it dissipates.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the
number of swords created increases by two for each slot level above 5th.

Bard / Wizard Evocation

Goodberry

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a sprig of mistletoe and up to ten berries which are
consumed

You imbue up to ten berries with magic for the duration. A creature can use its action
to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough
nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the
casting of this spell. The spell does not remove any disease, poisons, or detrimental
effects a berry has, it doesn’t reverse spoiling and doesn’t stop the berry from
spoiling.

Druid / Ranger Transmutation

Dampen Spell

  • casting time 1 reaction (which you take when you are damaged by a spell
  • range Self

  • components S
  • duration Instantaneous

(one holly berry per creature summoned) A shield shaped creation from the veil springs forth to protect you. The shield reduces
damage from a spell or magical effect that damages you by 1d10 + your spellcasting
ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
shield increases by 1d10 damage for each level above 1st.

Druid / Ranger Abjuration

Bonefire

  • casting time 1 minute (ritual)
  • range Touch / 40ft-radius sphere

  • components S, M
  • duration 1 hour

10lbs of bones, which the spell consumes

You place the bones of a creature(s) in a pile and touch them, imbuing them with an
otherworldly fire that consumes them. A magical bonfire fills a 5ft cube that lasts for
the duration or until you douse the flame. Creatures that end their turn on the
bonfire must succeed on a Dexterity saving throw or take 3d4 fire damage. The
bonfire sheds 20ft of bright light and 20 feet of dim light. Creatures that finish a short
or long rest within range of the bonfire regain an expended Hit Die.
If the bonfire lasts the full duration, six small motes of harmless fire embedded in the
shards of bone are left behind. The motes shed 5ft of bright light and 5ft of dim light
and can be blocked by opaque objects if completely covered. The motes last 1 hour,
and can be crushed with a bonus action to gain temporary hit points equal to the
proficiency bonus of the spell’s caster

Cleric / Warlock / Druid) Necromancy

Acid Mist

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

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

a vial of acid worth at least 10gp

You create a 20-foot-radius sphere of acidic gas centered on a point within range. The
cloud spreads around corners, and its area is lightly obscured. The cloud lingers in the
air for the duration.
Each creature within the cloud at the start of its turn must make a Constitution saving
throw. On a failed save, the creature takes 3d4 acid damage and has its natural AC
reduced by 1 for the duration of the spell. On a success, the creature takes half as
much damage.
AC can only be reduced in this way to a maximum equal to your Spellcasting Ability
modifier (minimum of 1).
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A
strong wind (at least 20 miles per hour) disperses it after 1 round.

Druid / Wizard / Sorcerer Conjuration

Analyze Blood

  • casting time 1 Action (Ritual)
  • range Touch

  • components V, S, M
  • duration Instantaneous

a drop of blood no more than 1 week old, which is consumed

( You create a connection with the tiny organisms within a drop of blood. Your
connection teaches you the following:
● Whether you have analyzed this specific creature’s blood before and when the
last time you analyzed the blood was
● The creature’s type (such as undead, giant, or humanoid)
● The creature’s race, if it has any
● The creature’s species, if it has any
● If the blood is carrying a disease or poison
If the blood is mingled from multiple creatures, you analyze one of the creature’s
blood at random

Ranger / Warlock / Wizard Necromancy

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