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Healing Word

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Mysterious 1st-Level Evocation

Mark of Fortune

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration 10 minutes

You can grant others fortune with an artistic implement. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. Offer that creature a token of fortune.

Once within the next 10 minutes, the creature can call on your help. You may roll a d6 to add to the ability check, attack roll, or saving throw the creature makes. The creature can ask for your help after it rolls the d20, but must decide before the DM says whether the roll succeeds or fails. A creature can only carry one token at a time.

You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.

At higher levels: The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Mysterious Innate Trait

Curse of Paine (Minor)

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 24 Hours

You can curse an individual as follows:
• The target is unable to perform a certain kind of act involving fine motor control, such as tying knots, writing, playing an instrument, or sewing.
• The target's appearance changes in a sinister yet purely cosmetic way. For example, the curse can place a scar on the target's face, turn the target's teeth into yellow fangs, or give the target bad breath.
• A nonmagical item in the target's possession disappears and can't be found until the curse ends. The lost item can weigh no more than 1 pound.

Once cursed in this way, the effect lasts 24 hours, until the target acquires healing equal to or greater than the lesser restoration spell, or until you dismiss it. If the target is undeserving of such a curse or punishment (at the discretion of the DM), the effect will not take hold and you will immediately take 1d6 psychic damage.

Once you use the Curse of Paine feature, you may not do so again until you complete a long rest.

Mysterious Racial Trait

Curse of Paine (Bane)

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

Your connection to the Threads enables you to curse an individual as repayment for an injustice or a slight.

You can use this feature to cast the bane spell at first level without somatic or material components. The saving throw DC is 8 + your proficiency bonus + your Charisma modifier.

Once you use the Curse of Paine feature, you may not do so again until you complete a long rest.

Mysterious Racial Trait

Prescience

  • casting time 1 reaction
  • range Self

  • components None
  • duration Instantaneous

Your gift helps you foresee and avoid incoming danger. Once per long rest, when another creature damages you with a melee attack, you can use your reaction to reduce the damage taken by 1d8 + your charisma modifier.

Mysterious Racial Trait

Misdirected Mark

  • casting time 1 action
  • range 30 feet

  • components S
  • duration 1 round

You conceal your arcane attack, manipulating your foe into believing the attack came from your ally and focusing on them obsessively. Make a ranged spell attack against a target within range. On a hit, the target takes 4d6 psychic damage, and you choose one willing ally within 30 feet of both you and the target. That ally marks the target until the end of your next turn. While a target marked with this spell is within 5 feet of the ally that marked it, it has disadvantage on any attack roll that doesn’t target that ally. This spell ends early if the marking ally dies or is incapacitated, or if the target marked with this spell is marked by a creature besides the ally you chose.

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.

Mysterious 1st-Level Illusion

JINX SHOT

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration Instantaneous

A ranged weapon

As part of the action used to cast this spell, you must make a ranged weapon attack against a creature within range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and your enchanted shot renders your foe unaccountably clumsy. It has disadvantage on the next attack roll it makes before the start of your next turn. If that attack misses, it falls prone and the spell ends.

When you reach higher levels, this spell deals extra damage on a hit. At 5th level, the ranged attack deals an extra 1d4 psychic damage to the target, increasing by 1d4 at 11th level (2d4) and 17th level (3d4).

Mysterious Enchantment Cantrip

Prophesied Strike

  • casting time 1 action
  • range 5 feet

  • components V, S, M
  • duration Instantaneous

A melee weapon

You cast your mind’s eye forward a split second, predicting the best moment for a telling blow. As part of the action used to cast this spell, you must make a melee weapon attack against a creature within range, otherwise the spell fails. You can use your spellcasting ability instead of Strength for the attack and damage bonus for this attack. If the attack hits, it deals an extra 2d6 damage of the weapon’s type, and the next attack roll made against the target before the end of your next turn is made with advantage.

Mysterious 1st-level Enchantment

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