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0

0 Prestidigitation, Transmutation cantrip 0 xp

  • Armor class 1 action (10 feet)
  • Hit points V S (Up to 1 hour)
  • Speed This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
    • You create an instantaneous harmless sensory effect such as a shower of sparks a puff of wind faint musical notes or an odd odor.
    • You instantaneously light or snuff out a candle a torch or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill warm or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color a small mark or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times you can have up to three of its non-instantaneous effects active at a time and you can dismiss such an effect as an action.
  • STRWizard (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1

1 Bless, 1st level Enchantment 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S, M (Concentration, up to 1 minute)
  • Speed (a sprinkling of holy water)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.
  • STRPaladin, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1

1 Cure Wounds, 1st level Evocation 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S (Instantaneous)
  • Speed A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  • STRPaladin, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1

1 Heroism, 1st level Enchantment 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S (Concentration, up to 1 minute)
  • Speed A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
    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.
  • STRPaladin, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1

1 Protection from Evil and Good, 1st level Abjuration 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S, M (Concentration, up to 10 minutes)
  • Speed (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.
  • STRPaladin (*)(Devotion) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1

1 Sanctuary, 1st level Abjuration 0 xp

  • Armor class 1 bonus action (30 feet)
  • Hit points V, S, M (1 minute)
  • Speed (a small silver mirror)You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
  • STRPaladin (Devotion)(Redemption) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

1

1 Shield of Faith, 1st level Abjuration 0 xp

  • Armor class 1 bonus action (60 feet)
  • Hit points V, S, M (Concentration, up to 10 minutes)
  • Speed (a small parchment with a bit of holy text written on it)A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
  • STRPaladin,, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

2

2 Lesser Restoration, 2nd level Abjuration 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S (Instantaneous)
  • Speed You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • STRPaladin (*)(Devotion),, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

2

2 Prayer of Healing, 2nd level Evocation 0 xp

  • Armor class 10 minutes (30 feet)
  • Hit points V (Instantaneous)
  • Speed Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
  • STRPaladin (TCE),, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

2

2 Warding Bond, 2nd level Abjuration 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S, M (1 hour)
  • Speed (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
    The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
  • STRPaladin (TCE),, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

2

2 Warding Bond, 2nd level Abjuration 0 xp

  • Armor class 1 action (Touch)
  • Hit points V, S, M (1 hour)
  • Speed (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
    The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
  • STRPaladin (TCE),, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

2

2 Zone of Truth, 2nd level Enchantment 0 xp

  • Armor class 1 action (60 feet)
  • Hit points V, S (10 minutes)
  • Speed You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
  • STRPaladin (*)(Devotion)(Crown) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

3

3 Aura of Vitality, 3rd level Evocation 0 xp

  • Armor class 1 action (Self (30-foot radius))
  • Hit points V (Concentration, up to 1 minute)
  • Speed Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
  • STRPaladin (*)(Crown) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

3

3 Beacon of Hope, 3rd level Abjuration 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S (Concentration, up to 1 minute)
  • Speed This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
  • STRPaladin (Devotion),, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

3

3 Blinding Smite, 3rd level Evocation 0 xp

  • Armor class 1 bonus action (Self)
  • Hit points V (Concentration, up to 1 minute)
  • Speed The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
  • STRPaladin, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

3

3 Create Food and Water, 3rd level Conjuration 0 xp

  • Armor class 1 action (30 feet)
  • Hit points V, S (Instantaneous)
  • Speed You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

3

3 Crusader's Mantle, 3rd level Evocation 0 xp

  • Armor class 1 action (Self)
  • Hit points V (Concentration, up to 1 minute)
  • Speed Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
  • STRPaladin, (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

3

3 Dispel Magic, 3rd level Abjuration 0 xp

  • Armor class 1 action (120 feet)
  • Hit points V, S (Instantaneous)
  • Speed Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
  • STRPaladin (*)(Devotion) (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Lay On Hands, Class Ability 0 xp

  • Armor class 1 action (Touch)
  • Hit points None (Instantaneous)
  • Speed Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Divine Sense, Class Ability 0 xp

  • Armor class 1 action (60 feet)
  • Hit points None (Till next turn)
  • Speed The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestia⁠l, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampi⁠re Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Divine Smite, Class Ability 0 xp

  • Armor class Passive (Self)
  • Hit points None (Always)
  • Speed Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Fighting Style Protection, Class Fighting Style Ability 0 xp

  • Armor class Reaction (Touch)
  • Hit points None (Instantaneous)
  • Speed When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Divine Health, Class Ability 0 xp

  • Armor class Passive (Self)
  • Hit points None (Always)
  • Speed By 3rd level, the divine magic flowing through you makes you immune to disease.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Tenets of Redemption, Oath of Redemption 0 xp

  • Armor class Passive (Self)
  • Hit points None (Always)
  • Speed Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path. Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish. Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Channel Divinity Emissary of Peace, Oath of Redemption Ability 0 xp

  • Armor class 1 action (Self)
  • Hit points None (10 minutes)
  • Speed You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Channel Divinity Rebuke the Violent, Oath of Redemption Ability 0 xp

  • Armor class Reaction (30 feet)
  • Hit points None (Instantaneous)
  • Speed You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Extra Attack, Paladin Ability 0 xp

  • Armor class 1 action (Self)
  • Hit points None (Instantaneous)
  • Speed YBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Aura of Protection, Class Ability 0 xp

  • Armor class Passive (Self)
  • Hit points None (Always)
  • Speed Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Aura of the Guardian, Class Ability 0 xp

  • Armor class Reaction (10 feet)
  • Hit points None (Instantaneous)
  • Speed Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

C

C Aura of Courage, Class Ability 0 xp

  • Armor class Passive (10 feet)
  • Hit points None (Always)
  • Speed Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

R

R Fey Ancestry, Racial Ability 0 xp

  • Armor class Passive (Self)
  • Hit points None (Always)
  • Speed You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

R

R Trance, Racial Ability 0 xp

  • Armor class Passive (Self)
  • Hit points None (Always)
  • Speed Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion
  • STR such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. (-5)
  • DEXPaladin (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

R

R Darkvision, Racial Ability 0 xp

  • Armor class Passive (60 feet)
  • Hit points None (Always)
  • Speed Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

B

B Retainers, Background Ability 0 xp

  • Armor class Passive (Self)
  • Hit points None (Always)
  • Speed You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. As a knight, one of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).
  • STRPaladin (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions