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Hunter's Mark

  • casting time 1 bonus action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Haunted Knight 1st-level Divination

Bane

  • casting time 1 action
  • range 30 feet

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

A drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

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.

Haunted Knight 1st-level Enchantment

Might of the Abyss

  • casting time 1 action
  • range 15 feet

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

A small, black strip of ribbon

You channel stygian power from an otherworldly source, enhancing three creatures other than yourself within range. Whenever a target makes a weapon attack, it adds 1d4 damage to their damage roll. If a target moves more than 15 feet away from you, it loses the effect until it is within range again.

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet, and you can target one additional creature for each slot level above 1st.

Haunted Knight 1st-level Evocation

Chill Touch

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

You create ghostly, ethereal hands in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the ghostly hands cling to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

Haunted Knight Necromancy Cantrip

Ethereal Aegis

  • casting time 1 reaction, which you take when a friendly creature you can see within 30 feet of you takes damage from an attack
  • range 30 feet

  • components V
  • duration Instantaneous

You reach out toward the friendly target, placing a brief ghostly barrier between the target and the target’s attacker. The damage the target takes is reduced by 1d6 + your spellcasting ability modifier. If this effect reduces the damage to 0, you can turn the damage back on the attacker. Make a ranged spell attack against the attacker. On a hit, the attacker takes force damage equal to the amount of damage you reduced.

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage the target takes is reduced by an additional 1d6 for each slot level above 1st.

Haunted Knight 1st-level Abjuration

Shackle

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration 1 round

A chain link

You magically tether a Large or smaller creature you can see within range to the ground. The target must succeed on a Strength saving throw or be magically bound to a point of your choice within 5 feet of it until the start of your next turn. While magically bound, the target can’t move more than 5 feet away from that point. If the target is an Undead, it has disadvantage on the saving throw and takes radiant damage equal to your spellcasting ability modifier.

Haunted Knight Abjuration Cantrip

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