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Wither and Bloom

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a withered vine twisted into a loop

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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Bard (Cain) 2nd level Necromancy

Hold Momentum

  • casting time 1 action
  • range 60 feet

  • components V,S
  • duration 1 Round

Time shifts in a 10-foot-radius sphere centered on a point you can see within range . Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Wizard (Chronurgy) 1st level Chronurgy

Expeditious Retreat

  • casting time 1 Bonus Action
  • range Self

  • components V,S
  • duration Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Wizard 1st level Transmutation

Silvery Barbs

  • casting time 1 Reaction
  • range 60ft.

  • components V
  • duration Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Bard 1st Enchantment

Tale of the Beloved Friends

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier

College of Spirits Tales From Beyond

Tale Of The Clever Animal

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die's number to the check. The extra die is the same type as your Bardic Inspiration.

College of Spirits Tales From Beyond

Tale of Renowned Duelist

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.

College of Spirits Tales from Beyond

Tale Of the Runaway

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.

College of Spirits Tales From Beyond

Tale of The Avenger

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.

College of Spirits Tales From Beyond

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Tale of The Traveler

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC.

College of Spirits Tales From Beyond

Tale of The Beguiler

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.

College of Spirits Tales From Beyond

Tale of The Phantom

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature's next turn.

College of Spirits Tales From Beyond

Tale of The Brute

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

College of Spirits Tales From Beyond

Tale of The Dragon

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.

College of Spirits Tales From Beyond

Tale of The Angel

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.

College of Spirits Tales From Beyond

Tale of The Mind-Bender

  • casting time 1 Action
  • range 30ft.

  • components /
  • duration /

You envoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

College of Spirits Tales From Beyond

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