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Compelled Duel

  • casting time Bonus Action
  • range 30 feet

  • components V
  • duration Concentrate, 1 min

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Paladin Oath of Vengeance

Wrathful Smite

  • casting time Bonus Action
  • range Self

  • components V
  • duration Concentrate, 1 min

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Paladin Oath of Vengeance

Protection from Evil and Good

  • casting time Action
  • range Touch

  • components V S M
  • duration Concentrate, 10m

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.

Paladin Oath of Vengeance

Hunter's Mark

  • casting time Bonus Action
  • range 90 feet

  • components V
  • duration Concentrate, 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.

At 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.

Bane

  • casting time Action
  • range 30 feet

  • components V ,S, M
  • duration Concentrate, 1 min

A drop of blood

() Up to three creatures of your choice that you can see within range must make Charisma saving throw. 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.

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.

Paladin Oath of Vengeance

Shield of Faith

  • casting time Bonus Action
  • range 60 feet

  • components V, S, M
  • duration Concentrate, 10m

Parchment with 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.

Paladin Oath of Vengeance

Thunderous Smite

  • casting time Bonus Action
  • range Self

  • components V
  • duration Concentrate, 1 min

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Paladin Oath of Vengeance

Heroism

  • casting time Action
  • range Touch

  • components V, S
  • duration Concentrate, 1 min

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.

Paladin Oath of Vengeance

Detect Magic

  • casting time Action
  • range Self

  • components V, S
  • duration Concentrate, 10m

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Paladin Oath of Vengeance

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Bless

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration Concentrate, 1 min

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.

Paladin Oath of Vengeance

Divine Sense

  • casting time Action
  • range

  • components
  • duration

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 Oath of Vengeance

Lay on Hands

  • casting time Action
  • range Touch

  • components
  • duration

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 diseases and neutralize multiple poisons with a single use of, expending hit points for each one.

This feature has no effect on undead and constructs.

Paladin Oath of Vengeance

Fighting Style [Interception]

  • casting time Reaction
  • range

  • components
  • duration

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 Oath of Vengeance

Divine Health

  • casting time Instant
  • range

  • components
  • duration

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

Paladin Oath of Vengeance

Channel Divinity

  • casting time Action
  • range

  • components
  • duration

Abjure Enemy. 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 they take damage.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Paladin Oath of Vengeance

Extra Attack

  • casting time Instant
  • range

  • components
  • duration

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

Paladin Oath of Vengeance

Divine Smite

  • casting time Instant
  • range Touch

  • components
  • duration

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 Oath of Vengeance

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