Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Whelm Weapon

  • casting time Action
  • range 60 feet

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

a drop of seawater

Up to three weapons of your choice that you can see within range become enveloped by water. Roll a d4. for the duration any damage dealt by the targeted weapons is reduced by the number you rolled (to a minimum of 1).

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

Obojima Level 1 Transmutation

Water Bullet

  • casting time Action
  • range 90 feet

  • components V S
  • duration Instantaneous

You create a sphere of swirling water that spins rapidly in your hand or mouth before you hurl it at a creature within range. Make a ranged spell attack against the target. On a hit the target takes bludgeoning damage based on how far it is away from you.

1–10 feet: 5d6
11–60 feet: 4d6
61–90 feet: 3d6

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d6 for each slot level above 1st.

Obojima Level 1 Evocation

Sprout Foliage

  • casting time Action
  • range Self

  • components V S M
  • duration 1 hour

flower seeds

You sprout and rapidly grow a lush leafy foliage that covers the entirety of your body. When casting this spell you can choose if the foliage has other features such as flowers or berries.

While prone and motionless you are indistinguishable from a normal bush. If a creature hasn’t observed you move or act it must succeed on an Intelligence (Investigation) check against your spell save DC to discern that you aren’t a bush. To become disguised again from a creature that has discerned you for what you are you must take the Hide action while you’re unseen by the creature.

For the duration you can use your action to create and hurl a pinecone berry or flower bud. When you do so make a ranged spell attack against a creature within 30 feet of you. On a hit the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier.

Obojima Level 1 Conjuration

Pacify Person

  • casting time Action
  • range 60 feet

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

a gull’s feather

You attempt to pacify a humanoid you can see within range.

The target must make a Wisdom saving throw. If it fails the save it is pacified by you until the spell ends. A pacified creature can’t attack cast a spell that affects an enemy or deal damage to another creature. The target can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target them.

Obojima Level 1 Enchantment

Gift

  • casting time Action
  • range 30 feet

  • components V S
  • duration Instantaneous

Choose a creature you can see within range. You take 1d20 necrotic damage and the target regains hit points equal to the amount of damage you took.

Obojima Level 1 Evocation

Forest Guard

  • casting time Action
  • range 60 feet

  • components V S
  • duration 10 minutes

You create a Small animated shrub which grows from the ground in an unoccupied space of your choice that you can see within range. The shrub has a number of human-like characteristics such as a wooden body and face but it lacks hands and arms and can’t move.

Any creature hostile to you that moves to a space within 10 feet of the shrub for the first time on a turn or starts its turn there is targeted by the shrub’s leaf attack. The shrub makes a ranged weapon attack using your spell attack modifier. On a hit a creature takes (1d4) slashing damage.

On your turn you can use a bonus action to make a shrub use its leaf attack against one creature within 10 feet of it. If multiple shrubs created by you are within 10 feet of the target this attack deals (1d4) slashing damage per shrub on a hit.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can create one additional shrub for every two slot levels above 1st.

Obojima Level 1 Conjuration

Duplicate

  • casting time Action
  • range 5 feet

  • components S M
  • duration 1 hour

copper powder and wax

You create an exact replica of an object you can see within range that weighs no more than 25 pounds. At first glance the two objects are indistinguishable from each other and the duplicate functions as if it were the original except for any magical properties the original object may have. The duplicate disappears when the spell ends.

If a creature uses its action to examine the duplicate the creature can determine that it is a replica with a successful Intelligence (Investigation) check against your spell save DC.

At Higher Levels: When you cast this spell using a spell slot of 2nd or 3rd level the duration of the spell increases to 8 hours. When you use a spell slot of 4th level or higher the duration of the spell increases to 24 hours.

Obojima Level 1 Conjuration

Armament

  • casting time Action
  • range 10 feet

  • components V S M
  • duration 8 hours

metal powder

Up to five simple or martial weapons of your choice materialize in an unoccupied space you can see within range. The weapons are nonmagical but they are well-made and stylistically look however you would like. The weapons vanish when the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can summon three additional simple or martial weapons of your choice for each slot level above 1st.

Obojima Level 1 Conjuration

Task

  • casting time Action
  • range 15 feet

  • components S
  • duration Instantaneous

With a flick of your wrist you magically complete a small and simple task such as flipping a book page buttering bread or heating a cup of tea without any physical interaction. The task can’t include anything that is intended to inflict a harmful effect on a creature and must be something you’d normally be able to accomplish without the use of magic. The spell fails if the target of the task has total cover from you.

If you cast this spell multiple times you can have up to three tasks active at a time and you can dismiss one of them as a bonus action.

Obojima Transmutation Cantrip

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
0 0

Retrieve

  • casting time Bonus Action
  • range 15 feet

  • components V
  • duration Instantaneous

You cause an object within range that isn’t being worn or carried to fly to your open hand. The object must weigh no more than 10 pounds or the spell fails.

Obojima Transmutation Cantrip

Resilient Friendship

  • casting time Action
  • range 5 feet

  • components V
  • duration Instantaneous

You magically assist a creature within range granting it the benefits of the Help action. If the target you helped successfully accomplishes the task by the start of your next turn you gain 1d4 temporary hit points which last for 1 hour.

The number of temporary hit points you gain increases when you reach 5th level (1d6) 11th level (1d8) and 17th level (1d10).

Obojima Enchantment Cantrip

Jolt

  • casting time Action
  • range 30 feet

  • components V S
  • duration Instantaneous

A jolt of electricity springs from your hand towards a creature you can see within range. Make a ranged spell attack against the target. On a hit the target takes 1d8 lightning damage.

Alternatively you can target a machine within range and temporarily turn it on allowing it to function as if it were whelmed by a spirit or permanently enchanted. Machines targeted by this spell stay powered for 18 seconds before turning back off. For a machine to function using this spell it must still be in working condition.

The spell’s damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).

Obojima Evocation Cantrip

Silvery Barbs

  • casting time Reaction
  • range 60 feet

  • 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.

Fey Touched Level 1 Enchantment

Bless

  • casting time Action
  • range 30 feet

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

a sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends the target can roll a d4 and add the number rolled to the attack roll or saving throw.

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

Fey Touched Level 1 Enchantment

Hunter's Mark

  • casting time Bonus Action
  • range 90 feet

  • components V
  • duration Concentration up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher you can maintain your concentration on the spell for up to 24 hours.

Fey Touched Level 1 Divination

Beast Bond

  • casting time Bonus Action
  • range Touch

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

a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends the link is active while you and the beast are within line of sight of each other. Through the link the beast can understand your telepathic messages to it and it can telepathically communicate simple emotions and concepts back to you. While the link is active the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Fey Touched Level 1 Divination

Elevated Sight

  • casting time Action
  • range Self

  • components V S
  • duration Concentration up to 1 minute

You cast your eyes skyward granting you sight from a higher vantage point. You project your vision to see through an invisible sensor which appears in a spot up to 120 feet above you. You can see through the sensor as if you were flying granting a full 360 degree view from its location.

The sensor moves with you retaining its height in relation to you. You can use a bonus action to adjust the sensor’s height but only to a maximum of 120 feet above you.

While looking through this sensor you are blind though you can switch between seeing through the sensor or through your own eyes at any time during your turn.

Fey Touched Level 1 Divination

Dissonant Whispers

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save it takes 3d6 psychic damage and must immediately use its reaction if available to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground such as a fire or a pit. On a successful save the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d6 for each slot level above 1st.

Fey Touched Level 1 Enchantment

0 0
0 0
0 0
1 1
1 1
1 1
1 1
1 1
1 1

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.

Fey Touched 2nd Level Conjuration

2 2