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Venomous Ray

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Make a ranged spell attack against a creature within range. A venomous ray or fang lashes out to infect the target creature, dealing 1d4 piercing damage and 3d4 poison damage on a hit. A hit creature must succeed on a Constitution saving throw or be poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the poison damage increases by 2d4 for each slot level above 1st.

Litch 1st

Shadow Armor

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 8 hours

The Tattered Page of a Spellbook

Necrotic shadows swirl around over your robes. For the duration of the spell, as long as you aren't wearing armor, your base AC becomes 14 + your Intelligence modifier. The spell ends if you don armor or if you dismiss the spell as an action.

Litch 1st

Magechain [1/2]

  • casting time 1 Action
  • range 30ft

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

Binding chains of arcane force materialize and lash themselves to a target within range. The target must succeed on a Strength saving throw or be restrained for the duration. At your choice the chains can be anchored deep in the ground. A creature restrained by the chains can use its action to make a Strength save against your spell save DC. On a success, it frees itself.

The chains vibrate with a subtle but powerful hum just under the range of hearing. Human ears cannot detect the sound, but it disturbs concentration, making even innate abilities like a dragon's fire breath or an illithid's plane shift difficult to use. Every time a creature restrained by the chains tries to cast a spell (even one without somatic components) or use a spell-like ability it must make a Constitution saving throw or waste the spell or ability.

If you successfully maintain concentration for the length of the duration, 1 minute, the effect lasts for 24 hours unless dispelled or until you dismiss it as an action. The target can make a new escape attempt once every hour.

At Higher Levels. When you cast this spell using a spell slot of 2 or higher you can target one additional creature for each slot level above 1st.

Litch 1st

Magechain [2/2]

  • casting time 1 Action
  • range 30ft

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

The targets must be within 30 feet of each other when you cast the spell.

Litch 1st

Bodysnatch

  • casting time 1 action
  • range Touch

  • components V S
  • duration 1 DAY

This spell allows the user to touch a corpse and turn it into a disguise. Once the disguise is worn, the wearer becomes functionally identical in appearance to how the deceased appeared in life, unless the corpse is older than 1 day at which point the disguise will show signs of decay and not hold up under inspection. The disguise can also only be worn by wearers of the same size class. After 24 hours, the disguise will return to being a corpse and be too worn out to be used as a disguise again.

Should you fail to act as the deceased realistically, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

At Higher Levels: For every spell slot level past 1st level, you can use this spell on a creature one size category or higher than you.

Litch 1

Claws of Darkness

  • casting time 1 Action
  • range Self

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

You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.

Litch Cantrip

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