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Weaving Shadows

  • casting time Action
  • range 120 ft (25 ft cube)

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

You choose an area within range that is no larger than a 20 foot cube. Within this area bright light becomes dim light and dim light becomes darkness for the duration.

Cantrip Cost: 0

Pass Without Trace +

  • casting time Action
  • range Self

  • components S
  • duration Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

This spell requires no Verbal component but is far more obvious by sight.

Tier 1 Cost: 2

Darkness +

  • casting time Action
  • range 60 ft

  • components V
  • duration Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot cube for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spells' area overlaps with an area of light created by a spell of Tier 1 or lower, the spell that created the light is dispelled.

Tier 1 Cost: 2

Ensnaring Strike +

  • casting time Bonus Action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny shadows appears at the point of impact and the target must succeed on a Strength saving throw or be restrained by the shadows until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the shadows shrivel away.

While restrained by this spell, the target takes 1d8 piercing damage at the start of each of its turns. A creature restrained by the shadows or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels :
The damage increases by 1d8 for each Spell Point beyond the cost.

Tier 1 Cost: 1

Arms of Hadar

  • casting time Action
  • range Self (10 ft radius)

  • components V, S
  • duration Instantaneous

Tendrils of shadowed energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels :
The damage increases by 1d6 for each Spell Point beyond the cost.

Tier 1 Cost: 1

Spare the Dying

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Cantrip Cost: 0

Grease

  • casting time Action
  • range 60 ft (10 ft square)

  • components V, S
  • duration 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Tier 1 Cost: 1

Cure Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels :
The healing increases by 1d8 for each Spell Point beyond the cost.

Tier 1 Cost: 1

Dancing Lights

  • casting time Action
  • range 120 ft

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

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spells range.

Cantrip Cost: 0

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Mending

  • casting time 1 Minute
  • range Touch

  • components V, S
  • duration Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell cant restore magic to such an object.

Cantrip Cost: 0

Mage Hand

  • casting time Action
  • range 30 ft

  • components V, S
  • duration 1 Minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand cant attack, activate magic items, or carry more than 10 pounds.

Cantrip Cost: 0

Shadow Step +

  • casting time Bonus Action
  • range Touch

  • components V
  • duration Instantaneous

(Misty Step)

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

Tier 1 Cost: 2

Vampiric Touch

  • casting time Action
  • range Self

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

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels :
The damage increases by 1d6 for each Spell Point beyond the cost.

Tier 2 Cost: 3

Shadow Spear

  • casting time Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 necrotic damage.

At Higher Levels :
This spell's damage increases by 1d10 when you reach 11th level (3d10), and 17th level (4d10).

Cantrip Cost: 0

Shadow Wave ++

  • casting time Bonus Action
  • range Self (15 ft cone)

  • components V, S
  • duration Instantaneous

You throw out your hand and a wave of energy sweeps out of it. Each creature in a 15-foot cone must make a Wisdom saving throw. A creature takes 3d6 psychic damage on a failed save, or no damage on a successful one.

At Higher Levels :
This spell's damage increases by 1d6 when you reach 11th level (4d6), and 17th level (5d6).

Cantrip Cost: 0

Raise Dead [1/2]

  • casting time 1 Minute
  • range 10 ft

  • components V,S
  • duration 24 Hours

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creatures game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command youve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends.

Tier 2 Cost: 3

Raise Dead [2/2]

  • casting time 1 Minute
  • range 10 ft

  • components V,S
  • duration 24 Hours

This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels:
You animate or reassert control over one additional undead creature for each Spell Point beyond the cost. Each of the creatures must come from a different corpse or pile of bones.

Tier 2 Cost: 3

Wither and Bloom

  • casting time Action
  • range 60 ft (10 ft sphere)

  • components V,S
  • duration Instantaneous

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier (+3).

At Higher Levels:
The damage increases by 1d6 and the number of Hit Dice that can be spent and added to the healing roll increases by one for each Spell Point beyond the cost.

Tier 1 Cost: 2

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Aura of Vitality

  • casting time Action
  • range Self (30 ft circle)

  • components V
  • duration Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30- foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Tier 2 Cost: 3

3 3