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Alarm (Ritual)

  • casting time 1 minuet
  • range 30 feet

  • components V,S,M
  • duration 8 hours

A tinny bell and piece of fine wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Paladin 1st level Abjuration

Adjure Enemy

  • casting time 1 action
  • range 60 feet

  • components V,M
  • duration 1 minute

Holy symbol

As an action, you present your holy
symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1
minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved
for 1 minute or until the creature takes any damage.

Paladin Chanel Divinity

Vow of Emnity

  • casting time Bonus action
  • range 10 feet

  • components V
  • duration 1 minute

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet
of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Paladin Chanel Divinity

Lay on Hands

  • casting time 1 action
  • range Touch

  • components S
  • duration 1 minute

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 Class feature

Radiant Soul

  • casting time 1 action
  • range Touch

  • components S
  • duration 1 minute

Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

You can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. Once you transform using your revelation, you cant use it again until you finish a long rest.

Aasimar Racial trait

Great Weapon Fighting

  • casting time -
  • range -

  • components -
  • duration -

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. The weapon must have the two-handed or versatile property for you to gain this benefit.

Paladin Class feature

Healing Hands

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous

As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you cant use it again until you finish a long rest.

Aasimar Racial trait

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