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BREATH WEAPON

  • casting time 1 action
  • range 15 foot cone

  • components
  • duration Instantaneous

Using an action, attack with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw
(DC = 8 + your Con modifier + your prof bonus). On a failed save, the creature takes 1d10 or 2d6 Necrotic damage . On a successful save, it takes half as much damage.

In case of 1d10
This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In case of 2d6
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. And has one use and can be refreshed per short or long rest.

Sorcerer (FTD) Sub-Species spell

STRENGTH OF THE GRAVE

  • casting time Special
  • range Self

  • components
  • duration Instantaneous

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Sorcerer (XGE) Sub-Class spell

LAY ON HANDS

  • casting time 1 action
  • range Touch

  • components V,S,M
  • duration Instantaneous

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Paladin Class spell

UNEARTHLY CHORUS

  • casting time 1 action
  • range 30 foot radius

  • components V
  • duration Concentration, up to 10 minutes

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.

Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.

Bard (UA) 1st level Illusion

DIVINE SENSE

  • casting time 1 action
  • range 60 feet

  • components S
  • duration 2 rounds

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Paladin Class Spell

FIRE BOLT

  • casting time 1 action
  • range 120 feet

  • components V,S
  • duration Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Bard Evocation cantrip

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