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Booming Blade

  • casting time 1 action
  • range 5 feet

  • components V, M
  • duration 1 round

A melee weapon worth at least 1 sp

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Wizard Evocation cantrip

Silvery barbs

  • casting time 1 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.

Wizard 1st-level enchantment

Water bullet

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You create a compressed bead of water and fire it at a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d6 + your spellcasting modifier piercing damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard Conjuration cantrip

Electrify

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 1 round

You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes 1d12 lightning damage and must make a Constitution saving throw. On a fialed save, the target becomes shocked, stunning them until the start of their next turn.

The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.

Wizard 1st-level evocation

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