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AURA OF PROTECTION

  • casting time None
  • range 10 feet

  • components None
  • duration Always On

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.
At 18th level, the range of this aura increases to 30 feet.

Paladin Feature

EXTRA ATTACK

  • casting time None
  • range Self

  • components None
  • duration Always On

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Paladin Feature

DIVINE HEALTH

  • casting time None
  • range Self

  • components None
  • duration Always On

By 3rd level, the divine magic flowing through you makes you immune to disease.

Paladin Feature

DIVINE SMITE

  • casting time Successful Hit
  • range Melee

  • components None
  • duration Instantaneous

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.

Paladin Feature

PROTECTION

  • casting time None
  • range Self

  • components None
  • duration Always On

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.

Paladin Fighting Style

INTERCEPTION

  • casting time None
  • range Self

  • components None
  • duration Always On

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Paladin Fighting Style

GREAT WEAPON FIGHTING

  • casting time None
  • range Self

  • components None
  • duration Always On

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Paladin Fighting Style

DUELING

  • casting time None
  • range Self

  • components None
  • duration Always On

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Paladin Fighting Style

DEFENSE

  • casting time None
  • range Self

  • components None
  • duration Always On

While you are wearing armor, you gain a +1 bonus to AC.

Paladin Fighting Style

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BLIND FIGHTING

  • casting time None
  • range Self

  • components None
  • duration Always On

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Paladin Fighting Style

BLESSED WARRIOR

  • casting time None
  • range Self

  • components None
  • duration Always On

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Paladin Fighting Style

LAY ON HANDS

  • casting time 1 action
  • range Touch

  • components None
  • duration Instantaneous

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 x 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.

Paladin Feature

DIVINE SENSE

  • casting time 1 action
  • range 60 feet

  • components None
  • duration 1 turn

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.

Paladin Feature

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