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Faerie Fire

  • casting time 1 action
  • range 60 feet (20' cube)

  • components V
  • duration Concentration, up to1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Tamer 1st level Evocation

Shielding Word

  • casting time 1 reaction, when you see a creature within range being attacked by someone, or fails a STR/DEX saving throw
  • range 30 feet

  • components V
  • duration 1 round

With a word, you coat a creature in a shimmering shield that absorbs the energy of incoming blows. The creature gains 15 temporary hit points the instant before it takes the triggering damage. These hit points last until the start of the creature's next turn.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose to either increase the range of the spell by 30 feet or increase the number of temporary hit points gained by 5, for each slot level above 2nd.

Tamer 2nd level Abjuration

Can'trip

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

You temporary tangle the Weave around a creature within range that you can see. Until the start of your, next turn, each time the creature tries to cast a cantrip whilst this spell affects it, it must succeed on a spell-casting ability check against your spell save DC or waste its action (but not spell slot). The spell ends if the target moves ,out of the spell's range.

The maximum level of spell inhibited by this cantrip increases when you reach 5th level (1st-level spells), 11th level (2nd-level spells), and 17th level (3rd-level spells).

Tamer Abjuration Cantrip

Ferocious Strike

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

With a pulse of adrenaline, a tremendous ferocity comes upon you. Make one weapon attack against a target within your reach or range. If this attack hits, the target takes additional 1d4 damage of the weapon's damage type.

The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Tamer Biomancy Cantrip

Howl

  • casting time 1 action
  • range Self (1k foot-radius sphere)

  • components V
  • duration 1 round

You utter a bestial, magically-augmented howl that can be heard for 1000 feet. The howl can manifest as any animal call you've heard, such aa the screech of a hawk or trumpet of an elephant. Choose one creature with whom you are familiar as the recipient: if it can hear your howl, it understands your meaning and can respond in a likewise manner.

Creatures other than your recipient that hear the howl and that are under the effects of the comprehend languages spell or similar magic, or that can understand beasts, can understand the howl's meaning. Otherwise, the howl is unintelligible to creatures that can hear it.

Tamer Transmutation cantrip

Primal Scent

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You inhale deeply, magically enhancing the scents that surround you. You have advantage on the next ability check you make that relies on smell, and you can treat a roll of 4 or lower as a 5.

When you reach higher levels, this spell gives you an increasingly astute ability to identify the source of the scents around you. When you reach 5th level, whenever you make an ability check that relies on smell, you can treat a d20 roll of 7 or lower as an 8. At 11th level, a roll of 10 or lower is treated as an 11, and at 17th level, a roll of 13 or lower is treated as a 14.

Tamer Divination cantrip

Smokescreen

  • casting time 1 action
  • range Self (5 foot radius, 10 foot high cylinder)

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

a puffball mushroom

You spew a thick cloud of dense black smoke that forms a 5 foot diameter, 10 foot high cylinder centered on you that lasts until the start of your next turn. The smoke heavily obscures its area. When you cast the spell, you can choose whether the cloud remains in the location where you cast it or if it moves with you, centered on you.

When you reach higher levels, the size of the cloud you can create with this spell increases. When you reach 5th level, the cloud has a maximum diameter and height of 15 feet, at 11th level this increases to 25 feet, and at 17th level this increases to 40 feet. You choose how big the cloud is in each dimension up to this maximum each time that you cast it.

Tamer Conjuration cantrip

Stalker's Eye

  • casting time 1 action
  • range Touch

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

small magnifying lens

A willing creature you touch gains a preternatural ability to perceive the weaknesses in a creature's defenses. The first time makes an attack while under the effect of this spell, it makes the attack with advantage. After it makes an attack, the spell ends.

This spell augments the creature's ability to strike at vital points when you reach certain levels. When you reach 5th level, the augmented attack scores a critical hit on a roll of 19 or 20. At 11th level, this range is increased to 18 to 20, and at 17th level, this range becomes 17 to 20.

Tamer Enchantment cantrip

Chameleon Skin

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration

red, yellow, and blue pigment

You imbue a creature you touch with pigment so that its skin, and anything it wears or carries, slowly shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured.

If the target did not move during its last turn, creatures have disadvantage on any Wisdom (Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect.

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.

Tamer 1st level biomancy

1 1
2 2
0 0
0 0
0 0
0 0
0 0
0 0
1 1

Flipperform (ritual)

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

a fish's fin

You change the morphology of a willing creature within range. It grows webbed fingers and gains a swimming speed equal to its walking speed.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. In addition, the duration of the spell doubles for each slot level above 1st.

Tamer 1st level biomancy

Initiative

  • casting time 1 reaction, when initiative is rolled
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a coffee bean

As a reaction when initiative is rolled, choose a willing creature you can see within range, it begins to subtly jitter as its pupils dilate. If the target is surprised, and takes its turn on the first round as normal. If the target is not surprised, it gains advantage on the initiative roll that prompted this spell.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each spell slot above 1st.

Tamer 1st level enchantment

Peppermint Plate

  • casting time 1 action
  • range Self

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

well-chewed peppermint chewing gum

A protective layer of hot, hard peppermint icing coats you. For the duration, you gain a +1 bonus to AC and if a creature hits you with a melee attack, the creature takes 1d4 fire damage. This damage can trigger no more than once per turn.

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

Tamer 1st level Abjuration

Eelskin

  • casting time 1 action or 1 bonus action
  • range Touch

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

some jellied eel

You cause the skin of a willing creature you touch to produce a slimy, electrified mucous. The creature's unarmed strikes and natural weapon attacks become magical for the duration of the spell. The first time the creature hits with an unarmed strike or an attack using a natural weapon on its turn, it deals an additional 1d8 lightning damage as the stored lightning discharges.

Slimy. For the duration, the creature has advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts it makes to grapple another creature.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each two slot levels above 2nd.

Tamer 2nd level biomancy

Inequality [1/2]

  • casting time 1 action
  • range 30 feet

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

a drop of blood and water mixed

You twist the fates of two creatures you can see, both of whom must be within range. Choose one target to favor and one to disfavor. The disfavored target must succeed on a Charisma saving throw or the following effect occurs:
+ Whenever the favored target makes an attack
roll or saving throw before the spell ends, the
favored target can roll 1d4 and add the number
rolled to the attack or saving throw.
+ Whenever the disfavored target makes an attack roll or saving throw before the spell ends, the disfavored target must roll 1d4 and subtract the number rolled from the attack or saving throw.
+ The disfavored target's speed is halved, whilst the favored target's speed increases by half.

These effects end for the pair if either is knocked unconscious, killed or spell ends. While under the influence of the spell, a favored target can't benefit from the bless spell, and a disfavored target can't be afflicted by the bane spell.

At higher

Tamer 2nd level enchantment

Inequality [2/2]

  • casting time 1 action
  • range 30 feet

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

a drop of blood and water mixed

levels. When you cast this spell using a spell slot of 4th level or higher, you can link two other creatures, favoring one, and disfavoring the other for each two slot levels above 2nd.

Tamer 2nd level enchantment

Preserve

  • casting time 1 action
  • range 60 feet (10 foot-radius sphere)

  • components V, S, M
  • duration 24 hours

some ether

With a flare of brilliant octarine light, each creature within a 10 foot radius sphere centered on a point you can see within range must succeed on a Charisma saving throw or become soulbound, its magic is bound to its components for 24 hours allowing harvesting to start at any time within this period (see page 87 HMHG). Once harvesting starts on a corpse under the effect of this spell, the spell ends for that corpse. Creatures possessing robust or more powerful essense automatically succeed on this saving throw.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essense possessed by creatures that allows them to automatically succeed on the saving throw increases by one tier for each two slot levels above 2nd. Creatures with potent or more powerful essence automatically succeed at 4th level, mythic at 6th level, and deific at 8th level.

Tamer 2nd level biomancy

Protection

  • casting time 1 action
  • range 30 feet

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

a miniature silver shield worth 10 gp, which the spell consumes

You trace a warding sigil in the air, sending it to slowly circle a willing creature you can see for the next hour. Immediately before the target takes damage, except by psychic damage, the ward triggers. Until the end of the target's turn, it has resistance to all damage excluding psychic, including the triggering damage. The warding sigil then disappears, and the spell ends on the target.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for each slot level above 2nd.

Tamer 2nd level Abjuration

Sugar Rush

  • casting time 1 action
  • range 30 feet

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

some candy

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is increased by 15 feet, and it gains a +1 bonus to AC. As a bonus action on of its turns, it can take the Dash, Disengage, Hide or Use Object action.

When the spell ends, or if an affected creature does not spend movement up to its walking speed by the end of its turn, it then develops a stomach ache and is poisoned until the end of its next turn.

At higher levels. When you cast this spell using a spell st of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Tamer 2nd level Biomancy

1 1
1 1
1 1
2 2
2 2
2 2
2 2
2 2
2 2

Food Coma (ritual)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 1 hour

a turkey drumstick and a cranberry colored ruby worth at least 50 gp, both of which the spell consumes

You crush a ruby into dust, sprinkling it over a turkey drumstick, which wafts with an alluring aroma. A willing creature that entirely consumes the meat falls asleep and is unconscious for 1 hour, drowning out the sound of relatives asking whether they have a boyfriend yet or when they expect to have babies.

You can only be woken early by taking damage or a greater restoration or wish spell. At the end of the hour, you wake feeling refreshed and have all of your hit points restored. If you are woken prematurely, the spell ends with no effect and you are grumpy.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional turkey drumstick (and hence affect one additional creature) for each slot level above 3rd.

Tamer 3rd level enchantment

Mass Leech

  • casting time 1 action
  • range Self (20-feet radius sphere)

  • components V, S, M
  • duration Instantaneous

a live leech that has fed on humanoid blood in the past 24 hours

You drain the life force of those around you, turning their limbs heavy and their bones cold. Each creature of your choice within 20 feet of you must make a Constitution saving throw. A target takes 2d8 necrotic damage on a failure, or half as much damage on a success. The caster regains hit points equal to half the total amount of necrotic damage dealt to small, medium and large creatures.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Tamer 3rd level necromancy

Switcheroo

  • casting time 1 action
  • range 90 feet

  • components V, S,
  • duration Instantaneous

You attempt to switch places with a small, medium or large target within range that you can see. The target must succeed on a Charisma saving throw or instantly teleport to your space whilst you teleport to the one it previously occupied.

A creature automatically succeeds on this saving throw if there is not enough space to accommodate either of the teleporting creatures. A willing creature may choose to fail the saving throw.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the rage of this spell increases by 30 feet for each slot level above 3rd. The maximum size of creature you can target increases to Huge when cast at 6th level or higher, and to Gargantuan when cast at 9th level.

Tamer 3rd level Transmutation

Aura of Impurity

  • casting time 1 action
  • range Self (30 foot radius sphere)

  • components V
  • duration Concentration, up to 1 minute

Enervating energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centered on you. Each creature of your choice that enters the aura for the first time on its turn or starts its turn there must succeed on a Charisma saving throw or become drained until the end of the turn. While drained, a creature must roll a 1d4 and substract the number rolled from each ability check, attack roll, or saving throw it makes, and any hit points a creature regains are reduced by half.

Tamer 4th level Abjuration

Frogskin

  • casting time 1 action
  • range Self

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

some frogspawn

You morph your skin and clothing into that of a slimy, poisonous frog. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d10 poison damage and is poisoned until the end of your next turn. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.

Slimy. For the duration, you have advantage on checks and saves made to avoid grappled or restrained, and disadvantage on any attempts you make to grapple a target. Each creature grappling you, or that you are grappling, must make a Constitution saving throw at the start of each of its turns, taking 3d10 poison damage on a failure, or half as much damage on a success.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, both damages increase by 1d10.

Tamer 4th level Biomancy

Divine Favor

  • casting time Bonus Action
  • range Self

  • components V, S
  • duration 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal 1d4 radiant damage on a hit.

Tamer 1st level Evocation

Protection from evil and good

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 10 minutes

holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Tamer 1st level Abjuration

Incorporeality

  • casting time 1 action
  • range Touch

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

You touch a willing creature, causing it, and everything it is wearing and carrying, to become translucent. At the start of each of the target’s turns for the duration, it can choose to become incorporeal (no action required) until the end of its turn. While incorporeal, it has advantage on Stealth checks, it gains resistance to nonmagical bludgeoning, piercing, and slashing damage, and it can move through other creatures and objects as if they were difficult terrain. If the target ends its turn inside an object, it is shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet it is shunted.

At Higher Levels. When you cast this spell using a spell slot level of 6th level or higher, you can choose to increase the spell’s duration, or the number of targets, for each slot level above 5th. If you choose duration, the duration increases in increments to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level), or 24 hours (9th level). If you choose to increase the number of targets, the number increases by 1 for each slot level.

Tamer 5th level Transmutation

Feverskin

  • casting time 1 action
  • range Self

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

a red hot chili pepper, which the spell consumes

You eat a chili pepper, your metabolism increases, and your skin begins to burn to the touch. Make a melee spell attack against a creature within your reach. On a hit, the target takes 6d6 fire damage. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.

For the duration, your walking speed increases by 15 feet, and you gain 2d6 temporary hit points at the start of each of your turns.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Tamer 5th level Biomancy

3 3
3 3
3 3
4 4
4 4
1 1
1 1
5 5
5 5

Endure

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration

a gem-crusted cockroach worth 250 gp, which the spell consumes

Choose a willing creature you can see within range, it ceases to heed the pained calls of its body, needing neither food or water to exist. An affected creature ignores the effects of exhaustion, the poisoned condition and can't be incapacitated, stunned, paralyzed, or fall unconscious. Each time an affected creature takes damage that would reduce its hit points to 0, it makes a death saving throw instead. If the creature fails 3 death saving throws, it dies.

Tamer 5th level Necromancy

5 5