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Summon Warrior Spirit [4/4]

  • casting time 1 action
  • range 90 ft.

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

a gilded playing card depicting a knight worth at least 300 gp

Unarmed Strike (Monk Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spell’s level bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Bonus Actions:

Flurry of Blows (Monk Only). The monk makes one Unarmed Strike attack.

Wizard 3rd Level Conjuration Spell

Summon Warrior Spirit [2/4]

  • casting time 1 action
  • range 90 ft.

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

a gilded playing card depicting a knight worth at least 300 gp

Warrior Spirit:
AC: 13 + level of spell + 2 (fighter only)
HP: 30 (barbarian and fighter) or 20 (monk) +10 for each spell level above 3rd
Speed: 30 ft. (barbarian and fighter), 40 ft. (monk)

STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2)
INT: 10 (+0) WIS: 16 (+3) CHA: 9 (-1)

Saving Throws: Str +3, Dex +3
Damage Resistances: poison
Condition Immunities: charmed, poisoned
Senses: passive Perception 13
Languages: Common, understands the languages you speak
Proficiency Bonus: equals your bonus

Wizard 3rd Level Conjuration Spell

Summon Warrior Spirit [1/4]

  • casting time 1 action
  • range 90 ft.

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

a gilded playing card depicting a knight worth at least 300 gp

You call forth a warrior spirit from the legendary Deck of Many Things. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a type of warrior: barbarian, fighter, or monk. The warrior resembles a humanoid armed appropriately to the chosen class, which determines certain traits in its stat block. The warrior disappears when it drops to 0 hit points or when the spell ends.

The warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

Wizard 3rd Level Conjuration Spell

Summon Warrior Spirit [3/4]

  • casting time 1 action
  • range 90 ft.

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

a gilded playing card depicting a knight worth at least 300 gp

Actions:

Multiattack. The warrior makes a number of attacks equal to half this spell’s level (rounded down):

Reckless Strike (Barbarian Only). Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage.
Rallying Strike (Fighter Only). Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points.

Wizard 3rd Level Conjuration Spell

Tiny Hut

  • casting time 1 minute
  • range self (10 ft.)

  • components V, S, M*
  • duration 8 hours

a small crystal bead

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Wizard 3rd Level Evocation Spell

Giant Constrictor Snake

  • casting time
  • range

  • components
  • duration

AC: 12 HP: 60 (8d12+8) Speed: 30 ft., 30 ft. (swim)

STR: 19 (+4) DEX: 14 (+2) CON: 12 (+1) INT: 1 (-5) WIS: 10 (+0) CHA: 3 (-4)
Proficiency Bonus: +2
Skills: Perception +2
Senses: blindsight 10 ft.

Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

Cave Bear

  • casting time
  • range

  • components
  • duration

AC: 12 HP: 42 (5d10+15) Speed: 40 ft., 30 ft. (swim)

STR: 20 (+5) DEX: 10 (+0) CON: 16 (+3) INT: 2 (-4) WIS: 13 (+1) CHA: 7 (-2)
Proficiency Bonus: +2
Skills: Perception +3
Senses: darkvision 60 ft.

Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.

Multiattack:
The bear makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Aspect of the Beast

  • casting time
  • range

  • components
  • duration

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Eagle: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Power Surge

  • casting time
  • range

  • components
  • duration

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.


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