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Beast Essence (2/2)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

A feather or bit of animal fur

Hare. Your skin becomes covered in a layer of soft fur, and your legs become muscular. Your speed increases by 10 feet, and you can take the Dash action as a bonus action on each of your turns. You can use your spellcasting ability score instead to determine the height and distance you can jump.

Raven. Feathers erupt along your arms and legs. You gain a flying speed equal to your walking speed, and you have advantage on Wisdom (Perception) checks that rely on sight. In addition, you can mimic any sound you have heard. A creature can tell they are imitations with a successful Wisdom (Insight) check against your spell save DC. When the spell ends, you fall if you are still aloft.

Snake. Your body becomes slimmer, your skin becomes cool to the touch, and your neck elongates. Once on each of your turns, when you hit a creature with an attack, that creature must succeed on a Constitution saving throw or take poison damage equal to your spellcasting ability modifier and become poisoned until the end of its next turn.

Battle Magic Transmutation

Beast Essence (1/2)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

A feather or bit of animal fur

You transform your body to take on aspects of one a creature for the duration.

Bear. Your body becomes bulkier, and your fingers are tipped with thick, yellow claws. You can use your spellcasting ability modifier instead of your Strength modifier when making a grapple attack and when escaping a grapple. In addition, you gain temporary hit points equal to twice your spellcasting ability modifier when you cast this spell and every 10 minutes until the spell ends.

Boar. Two yellowed tusks grow from your bottom jaw, and short, coarse hair covers your face, neck, torso, and arms. You have advantage on Wisdom (Perception) checks that rely on smell. In addition, once on each of your turns, if you move at least 10 feet before making a melee attack, the attack deals extra damage of the attack’s type equal to your spellcasting ability modifier, and the target must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

Battle Magic Transmutation

Strafe

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

You speed across the battlefield, releasing small bursts of magic at those you pass. Move up to twice your speed in a straight line. This movement ends early if you would pass through the space of a creature of your size, stopping your move in an unoccupied space within 5 feet of that creature. This movement doesn’t provoke opportunity attacks. Each creature within 5 feet of a space you enter during this movement must make a Dexterity saving throw, taking 2d4 force damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 1st.

Battle Magic Evocation

Last Strike

  • casting time 1 reaction, which you take when you drop to 0 hit points as a result of damage
  • range Self

  • components V, S
  • duration 1 round

You grant yourself a last burst of energy when deeply wounded. Before you fall unconscious, you gain one action. Any roll you make, such as for an ability check or attack roll, has advantage. You automatically fail your first death saving throw.

Battle Magic Abjuration

Hemmen's Low Blow

  • casting time 1 action
  • range 15 feet

  • components V
  • duration Instantaneous

You summon a magical boot that kicks a creature you can see within range. Make a melee spell attack against that target. If it hits, the target takes 2d6 force damage and is knocked prone. A creature damaged by this spell has disadvantage on the next attack roll it makes before the end of its next turn.

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. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature in range for every two slot levels above 1st.

Battle Magic Conjuration

Grit in the Eye

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack before the spell ends, sand sloughs off your hands and blows into your target’s eyes. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 piercing damage and is blinded for 1 minute. On a successful save, the target takes half the damage and isn’t blinded. If you hit the target with an unarmed strike, the target has disadvantage on the saving throw.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer blinded.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Battle Magic Evocation

Anneal

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

A pinch of iron filings

You touch a nonmagical melee weapon, temporarily making it stronger, sharper, and more destructive. Until the spell ends, the weapon deals an extra 1d6 damage of its type on a hit. This spell doesn’t make the weapon magical.

At Higher Levels. When you cast this spell using a slot of 3rd level or higher, you can target one additional weapon within your reach for each slot level above 2nd.

Battle Magic Transmutation

Concussive Punch

  • casting time 1 bonus action
  • range Self

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

A stone from a shrine dedicated to a storm deity or a storm maiden

Your hands vibrate and emit a low hum upon casting this spell. For the duration, each time you hit a creature with an unarmed strike, the creature takes an extra 1d6 thunder damage.

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

Battle Magic Transmutation

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