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Booming Blade

  • casting time 1 action
  • rangeSelf (5-foot radius)

  • components S, M
  • duration1 round



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.

At Higher 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

Feign Death (Ritual)

  • casting time 1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status.

The target is blinded and incapacitated, and its speed drops to 0.

The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Wizard 3d-level necromancy

Summon Undead

  • casting time 1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a gilded skull worth 300+ gp

You call forth an Undead Spirit (stat block). It manifests in an unoccupied space that you can see within range.

Choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions and shares your initiative, but takes its turn immediately after you. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. (see online)

Wizard 3d-level necromancy

Fireball

  • casting time 1 action
  • range150 feet

  • components V, S, M
  • durationInstantaneous

a tiny ball of bat guano and sulfur


A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame.

Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wizard 3d-level evocation

Spike Growth

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

seven sharp thorns or seven small twigs, each sharpened to a point


The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns.

The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Wizard 2nd-level transmutation

Spare The Dying

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous


You touch a living creature that has 0 hit points. The creature becomes stable.

This spell has no effect on undead or constructs.

Wizard Necromancy cantrip

Puppet

  • casting time1 action
  • range120 feet

  • componentsV
  • durationInstantaneous


Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding.

This spell has no effect on a humanoid that is immune to being charmed.

Wizard 1st-level Enchantment

Catapult

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous


Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.

If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Wizard 1st-level Transmutation

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