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Erupting Earth

  • casting time 1 Action
  • range 120 ft. (20 ft. cube)

  • components
  • duration Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Transmutation

Summon Elemental

  • casting time 1 Action
  • range 90 feet

  • components
  • duration Concentration, Up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The Dwarven Lord

  • casting time 1 action
  • range Mele

  • components
  • duration

(1D8/1D10 Slashing + strength + 3)

When Attuned, you can gain the following:
- Action to cast Erupted Earth. After casting, use 1d6. On a 1-5, cannot cast again until next dawn
- Action to cast Animate Objects. After casting, use 1d6. On a 1-5, cannot cast again until next dawn
- Action to cast Summon Earth Elemental which cannot be cast again until next dawn.
- You have immunity to poison damage.
- The range of your dark vision increases by 60 feet.
- You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry.

+3 Battle axe Attunement

Fabricate

  • casting time 10 minutes
  • range 120ft

  • components V, S
  • duration Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Cleric - Forge 4th level Evocation

Wand of Fireball

  • casting time 1 action
  • range 150ft

  • components n/a
  • duration Instantaneous

(7 Charges) A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 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.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand Attunement

Horn of Silent Alarm

  • casting time 1 action
  • range 600ft

  • components
  • duration

(4 Charges) When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Horn

Mace of Disruption

  • casting time
  • range

  • components
  • duration

(1D6 Bludgeoning damage) When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Mace Attunement

Javelin of Altered Location

  • casting time
  • range 30 / 120

  • components
  • duration

(1D6 Piercing damage 5 Charges) On a hit you can use forced displacement effect, expensing 1 charge the target must succeed a DC 13 Wisdom save or be teleported on solid ground within 30ft from the owner of the javelin.

Minor Soul-bound. Hit or miss, you can use a bonus action to bring the javelin back into your hand or use 1 charge to teleport to it. This effect can be used as a reaction for 3 charges.

All charges are renewed at Dusk.

Javelin Attunement

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