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Shield

  • casting time Reaction
  • range Self

  • components V, S
  • duration 1 Round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Eldritch Knight 1st Level Abjuration

Magic Missile

  • casting time Action
  • range 120ft

  • components V, S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Eldritch Knight 1st Level Evocation

Chromatic Orb

  • casting time Action
  • range 90ft

  • components V, S, M
  • duration Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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

Eldritch Knight` 1st Level Evocation

Longstrider

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour

You touch a creature. The target’s speed increases by 10 feet until 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.

Eldritch Knight 1st Level Transmutation

Ray of Frost

  • casting time Action
  • range 60ft

  • components V, S
  • duration Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

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

Eldritch Knight Cantrip

Green-Flame Blade

  • casting time Action
  • range self/5ft

  • components S, M
  • duration instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Eldritch Knight Cantrip

Booming Blade

  • casting time Action
  • range self/5ft

  • components S, M
  • duration 1 Round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Eldritch Knight Cantrip

Seasons

  • casting time Bonus Action
  • range SELF

  • components
  • duration Until the Next Activation

Using a bonus action, you focus your magic on the sword's core, coating the blade with elemental energies ( acid, cold, fire, lightning, or thunder damage), dealing an extra 1d6 of the triggering element.

When coated with elemental energy, this weapon is considered as magical.

Increase the damage die by one d6 at Lv. 5, by two die at Lv. 7, and by three die at Lv.11

Eldritch Knight Weapon

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