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Life Tether

  • casting time 1 Action
  • range 120ft

  • components V, S
  • duration 1 Minute

The target must make a Wisdom saving throw. On a failure, a sickly green ethereal tether forms between you and your target. Whenever you take damage, each tethered target takes half that amount as necrotic damage. Damage dealt this way is distributed after any damage resistances or immunities are applied. If a target with a tether drops to 0 Hit Points, they are no longer affected by the tether. As a bonus action, you can move the tether from one fallen foe to another target. The new target must succeed on a Wisdom saving throw or also be subject to the effects of this spell. A target may only have one tether attached to them from any instance of this spell at a given time.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of tethers created is increased by one for every two slot levels above the 2nd.

Blood Hunter 2nd lvl Necromancy

Holy Word

  • casting time 1 action
  • range 60ft

  • components V,S
  • duration Instantaneous

You mutter a word of the divine under your breath, being careful not to speak it any louder, for such celestial power is not for the tainted and unworthy. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. If you hit an undead, fiend, or fey, then its speed is reduced by 10 feet and it cannot take reactions until the end of its next turn.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Blood Hunter Evocation Cantrip

Longstrider

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pinch of dirt

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

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.

Blood Hunter 1st level Transmutation

Comprehend Languages (Ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Blood Hunter 1st level Divination

Bless

  • casting time 1 action
  • range 30 ft

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

Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

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.

Blood Hunter 1st level Enchantment

Light

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Blood Hunter Evocation Cantrip

Booming Blade

  • casting time 1 action
  • range Self

  • components S,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. 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).

Blood Hunter Evocation cantrip

Blooded Healing

  • casting time 1 bonus action
  • range 15ft

  • components V,S
  • duration Instantaneous

You forcefully evoke blood magic to one creature within 15ft, causing its body to accelerate its natural healing. The target expends 1 hit dice and regains hit points as if it had done so during a short rest. The minimum number of hit points the target regains from each hit die expended this way equals your Spellcasting modifier.

The maximum number of hit dice a creature can expend through this spell before it finishes a long rest is equal to its Constitution modifier (minimum of 1), no matter how many times the spell is cast or who casts it.

At 5th level, the limit on hit dice expended per long rest and per cast is increased by 1 hit dice. At 11th level it is increased by 1 more hit dice, and at 17th level it is again increased by 1.

Blood Hunter Necromancy Cantrip

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