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S

  • casting time the target takes 4d4 psychic damage and must immmediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack ( for example
  • range because there is no one within its reach or because its reaction is unavailable)

  • components the taget instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save
  • duration the target takes half as much damage. At higher levels. When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d4 for each slot level abouve 3rd; Bard

Ranger M (a playing card depicting a rogue);Instantaneous;You whisper magical words that antagonize one creature of your choice within reange. The target must make a Wisdom saving throw. On a failed save

S

  • casting time the target takes 4d4 psychic damage and must immmediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack ( for example
  • range because there is no one within its reach or because its reaction is unavailable)

  • components the taget instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save
  • duration the target takes half as much damage. At higher levels. When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d4 for each slot level abouve 3rd; Bard

Ranger M (a playing card depicting a rogue); Instantaneous; You whisper magical words that antagonize one creature of your choice within reange. The target must make a Wisdom saving throw. On a failed save

S

  • casting time harmlessly lifting you and any creatures in the area. The house of cards has a square base that is 30 feet on each side
  • range and it has three floors with 10-foot-high ceilings. The second floor is 20 feet on each side

  • components and the top floor is 10 feet on each side—both centered above the bottom floor. Ramps connect the interior of each floor
  • duration and empty doorframes connect the interior and exterior of each level. Creatures inside or on top of the structure have half cover. Each card that comprises the house is 5 feet wide and 10 feet tall and is very fragile. A card has AC 10 and 1 hit point. The cards are immune to poison and psychic damage. Reducing a card to 0 hit points destroys it. Every time a card is destroyed

roll 1d6. If you roll a 5 or a 6

the house collapses M (a deck of cards); 24 hours; You touch the ground and conjure forth a defensive structure made of enormous playing cards. The structure rises with you at its center

S; 1 minute; You reach out and touch the corpse of a creature. Over the next minute

  • casting time sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition.; Cleric
  • range

the house collapses the corpse begins to rapidly decompose

S; 1 round; You touch one creature

  • casting time it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.; Cleric.
  • range

the house collapses imbuing it with vitality. If the target has at least 1 hit point

S; Concentration

  • casting time but it disappears if you teleport or you travel to a different plane of existence. When the hand appears
  • range you name one major landmark

  • components such as a city
  • duration mountain

castle

the house collapses up to 8 hours; You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration

you have proficiency in the chosen skill. The spell ends early if you cast it again.; Cleric

the house collapses

S

  • casting time Worth at least 500 gp); Concentration
  • range up to 1 minute; Uttering an incantation

  • components you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends: You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes). You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes). Spectral wings appear on your back
  • duration giving you a flying speed of 40 feet. You have a +2 bonus to AC. All your weapon attacks are magical

and when you make a weapon attack

the house collapses M (an object engraved with a symbol of the Outer Planes

3; ANTAGONIZE;3rd-level enchantment;1 action;30 feet;V 3; ANTAGONIZE;3rd-level enchantment;1 action;30 feet;V
3;ANTAGONIZE;3rd-level enchantment; 1 action; 30 feet; V 3;ANTAGONIZE;3rd-level enchantment; 1 action; 30 feet; V
3; HOUSE OF CARDS; 3rd-level conjuration; 1 minute; Touch;V 3; HOUSE OF CARDS; 3rd-level conjuration; 1 minute; Touch;V
0; DECOMPOSE; Necromancy Cantrip; 1 action; Touch; V 0; DECOMPOSE; Necromancy Cantrip; 1 action; Touch; V
0; VIRTUE; Abjuration Cantrip; 1 action; Touch; V 0; VIRTUE; Abjuration Cantrip; 1 action; Touch; V
1; GUIDING HAND; 1st-level divination (ritual); 1 minute; 5 feet; V 1; GUIDING HAND; 1st-level divination (ritual); 1 minute; 5 feet; V
2; BORROWED KNOWLEDGE; 2nd-level Divination; 1 action; Self; V.S.M (a book worth at least 25 gp); 1 hour; You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration 2; BORROWED KNOWLEDGE; 2nd-level Divination; 1 action; Self; V.S.M (a book worth at least 25 gp); 1 hour; You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration
6; OTHERWORLDLY FORM; 6th-level transmutation; 1 action; Self; V 6; OTHERWORLDLY FORM; 6th-level transmutation; 1 action; Self; V