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Spear of Awakening

  • casting time At Dawn
  • range 5ft

  • components None
  • duration Until the next Long Rest

At the start of the day, this spear strengthens itself every new dawn. Roll a d8 to determine the strength.
1-3: Arcane Assault
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
4-7: Hemostasis
When the user lands a hit on a creature, that creature continues to bleed. The creature can't regain hit points until the start of your next turn.
If they gain healing from any source, the amount of healing they would have gained will turn into damage instead. The damage is determined by the would be health gained halved rounded down.
8: Heart Seeking
The spear seeks out the target’s heart endlessly. As a bonus action, the user may mark a creature as the target. You gain advantage on any weapon attacks made against the target.

Eldritch Knight Weapon

Misty Step

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

O / Short Rest (Fey Step)

Eldritch Knight 2nd Level Conjuration

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

Identify

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Eldritch Knight 1st Level Divination

Feather Fall

  • casting time Reaction
  • range 60ft

  • components V, M
  • duration 1 minute

Small feather or piece of down

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Eldritch Knight 1st Level Transmutation

Detect Magic

  • casting time Action
  • range Self/30ft

  • components V, S
  • duration Concentration, 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Eldritch Knight 1st Level Divination

Sword Burst

  • casting time Action
  • range self/5ft

  • components V
  • duration Instantaneous

ATTACK/SAVE: DEX 9

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Eldritch Knight Cantrip

True Strike

  • casting time Action
  • range 30ft

  • components S
  • duration Concentration, 1 Round

You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Eldritch Knight Cantrip

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