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Contagion

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • duration,7 days

Your touch inflicts disease. Make a melee spell attack against a creature. On a hit, it's poisoned & must make a Con save at the end of each of its turns. If it succeeds x3, it's no longer poisoned & the spell ends. If it fails x3, it's no longer poisoned, but is affected by 1 of the diseases below (u choose) for the spell's duration. Any effects that remove/ameliorate diseases apply.
Blinding Sickness. Pain grips its mind & its eyes turn milky. Disadvantage on Wis checks & saves and is blinded.
Filth Fever. A raging fever. Disadvantage on Str checks & saves, and attack rolls that use Str.
Flesh Rot. Its flesh decays. Disadvantage on Cha checks and vulnerability to all damage.
Mindfire. Its mind becomes feverish. Disadvantage on Int checks & saves, and behaves as if under the effects of the confusion spell during combat.
Seizure. It's overcome with shaking. Disadvantage on Dex checks & saves, and attack rolls that use Dex.
Slimy Doom. Bleeds uncontrollably. Disadvantage on Con checks & saves. Whenever it takes damage, it's stunned until the end of its next turn.

Snake ring, 2nd level Necromancy

Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV,S, M
  • durationInstantaneous

You imbue You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed magic item
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum

Snake ring, 5th level Abjuration

Dominate Person

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration, 1 minute

,A humanoid you can see within range must succeed a Wis save or be charmed by you for the duration. If you or creatures friendly to you are fighting it, it has advantage on the save.
While the target's charmed, you have a telepathic link as long as you're on the same plane of existence. You can use this link to issue commands to the creature while you're conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, e.g. Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wis save against the spell. If it succeeds, the spell ends.

STRING, 5th level Enchantment

Telekinesis [1/2]

  • casting time1 action
  • range60 ft

  • componentsV,S
  • durationConcentration, up to 10 minutes

When you cast the spell, and as your action each round for the duration, you can exert your will on one creature/object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature (Huge or smaller). Make an Int check contested by the creature's Str check. If you win, you move the creature up to 30 ft in any direction, including upward. Until the end of your next turn, the creature is restrained. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object (up to 1000 lb). If the object isn't being worn/carried, you automatically move it up to 30 ft in any direction. If the object's worn/carried by a creature, you must make an Int check contested by that creature's Str check. If you win, you pull the object away from that creature and can move it up to 30 ft in any direction. You can exert fine control on objects with your telekinetic grip, e.g. manipulating a simple tool, opening a door/container, stowing/retrieving an

STRING, 5th level Transmutation

Telekinesis [2/2]

  • casting time1 action
  • range60 ft

  • componentsV,S
  • durationConcentration, up to 10 minutes

item from an open container, or pouring a vial.

STRING, 5th level Transmutation

Animate Dead

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

You imbue pile of bones or a corpse of a Medium/Small humanoid with a foul mimicry of life, raising it as an undead creature (skeleton/zombie, respectively

STRING, 3rd level Necromancy

Pipes of Haunting

  • casting time1 action
  • range30 ft

  • componentsnone
  • duration,1 ,minute

These pipes have 3 charges. You can play them (1 action) and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 ft that hears must succeed on a DC 15 Wis save or be Frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed the save. A creature that fails the save can repeat it at the end of each of its turns. If it succeeds, it ends the effect on itself & is immune to the pipes for 24 hrs. The pipes regain 1d3 expended charges daily at dawn.

Infusion Infusion

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