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Zone of Truth

  • casting time 1 action
  • range 60 ft / 15 ft sphere

  • components V, S
  • duration 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point 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 makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.

An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Cleric 2nd Level Enchantment

Warding Bond

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration

You touch another creature that is willing and create 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.

Cleric 2nd Level Abjuration

Spiritual Weapon

  • casting time 1 bonus action
  • range 60 ft

  • components V, S
  • duration (C) 1 minute

You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.

As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.

Cleric 2nd Level Evocation

Silence ®

  • casting time 1 action (10 minutes)
  • range 120 ft / 20 ft sphere

  • components V, S
  • duration (C) 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Cleric 2nd Level Illusion

See invisibility

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration (C) 1 hour

a pinch of talc

For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Cleric (Light) 2nd Level Divination

Scorching Ray

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.

Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.

Cleric (Light) 2nd Level Evocation

Protection from poison

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Cleric 2nd Level Abjuration

Prayer of Healing

  • casting time 10 minutes
  • range 30 ft

  • components V
  • duration Instantaneous

Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.

Cleric 2nd Level Evocation

Locate Object

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration (C) 10 minutes

a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.

Cleric 2nd Level Divination

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Lesser Restoration

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Cleric 2nd Level Abjuration

Hold Person

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration (C) 1 minute

a straight piece of iron

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Cleric 2nd Level Enchantment

Gentle Repose ®

  • casting time 1 action (30 minutes)
  • range Touch

  • components V, S, M
  • duration 10 days

2 Copper Pieces, which the spell consumes

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.

Cleric 2nd Level Necromancy

Find Traps

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.

Cleric 2nd Level Divination

Enhance Ability

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration (C) 1 hour

fur or a feather

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

Cleric 2nd Level Transmutation

Continual Flame

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Until Dispelled

ruby dust worth 50+ GP, which the spell consumes

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

Cleric 2nd Level Evocation

Calm Emotions

  • casting time 1 action
  • range 60 ft / 20 ft sphere

  • components V, S
  • duration (C) 1 minute

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

- The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.

- The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature’s attitude returns to normal.

Cleric 2nd Level Enchantment

Blindness / Deafness

  • casting time 1 action
  • range 30 ft

  • components V
  • duration 1 minute

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Cleric 2nd Level Necromancy

Augury ®

  • casting time 11 minutes
  • range Self

  • components V, S, M
  • duration Instantaneous

specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.

Omens
Omen -------------- For Results That Will Be...
Weal --------------- Good
Woe ---------------- Bad
Weal and woe ---- Good and bad
Indifference ------ Neither good nor bad

The spell doesn’t account for circumstances, such as other spells, that might change the results.

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Cleric 2nd Level Divination

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Aid

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 8 hours

a strip of white cloth

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.

Cleric 2nd Level Abjuration

Shield of Faith

  • casting time 1 bonus action
  • range 60 ft

  • components V, S, M
  • duration (C) 10 minutes

a prayer scroll

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Cleric 1st Level Abjuration

Sanctuary

  • casting time 1 bonus action
  • range 30 ft

  • components V, S, M
  • duration 1 minute

a shard of glass from a mirror

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Cleric 1st Level Abjuration

Purify Food and Drink ®

  • casting time 1 action (10 minutes)
  • range 10 ft / 5 ft sphere

  • components V, S
  • duration Instantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Cleric 1st Level Transmutation

Protection from Evil and Good

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration (C) 10 minutes

a flask of Holy Water worth 25+ GP, which the spell consumes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Cleric 1st Level Abjuration

Inflict Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Cleric 1st Level Necromancy

Healing Word

  • casting time 1 bonus action
  • range 60 ft

  • components V
  • duration Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Cleric 1st Level Abjuration

Guiding Bolt

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration 1 round

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Cleric 1st Level Evocation

Faerie Fire

  • casting time 1 action
  • range 60 ft / 20 ft cube

  • components V
  • duration (C) 1 minute

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Cleric (Light) 1st Level Evocation

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Detect poison and disease ®

  • casting time 1 action (10 minutes)
  • range Self / 30 ft sphere

  • components V, S, M
  • duration (C) 10 minutes

a yew leaf

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Cleric 1st Level Divination

Detect Magic ®

  • casting time 1 action (10 minutes)
  • range Self / 30 ft sphere

  • components V, S
  • duration (C) 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Cleric 1st Level Divination

Detect Evil and Good

  • casting time 1 action
  • range Self / 30 ft sphere

  • components V, S
  • duration (C) 10 minutes

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Cleric 1st Level Divination

Cure wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Cleric 1st Level Abjuration

Create or destroy water

  • casting time 1 action
  • range 30 ft / 30 ft cube

  • components V, S, M
  • duration Instantaneous

a mix of water and sand

You do one of the following:

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.

Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

Cleric 1st Level Transmutation

Command

  • casting time 1 action
  • range 60 ft

  • components V
  • duration Instantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Cleric 1st Level Enchantment

Burning Hands

  • casting time 1 action
  • range Self / 15 ft cone

  • components V, S
  • duration Instantaneous

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the Cone that aren’t being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Cleric (Light) 1st Level Evocation

Bless

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration (C) 1 minute

a Holy Symbol worth 5+ GP

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Cleric 1st Level Enchantment

Bane

  • casting time 1 action
  • range 30 ft

  • components V, S, M*
  • duration (C) 1 minute

a drop of blood

Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Cleric 1st Level Enchantment

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Toll the Dead

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Cleric Necromancy Cantrip

Spare the Dying

  • casting time 1 action
  • range 15 ft

  • components V, S
  • duration Instantaneous

Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Cleric Necromancy Cantrip

Sacred Flame

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Cleric Evocation Cantrip

Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can't restore magic to such an object.

Cleric Transmutation Cantrip

Light

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

a firefly or phosphorescent moss

You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Cleric Evocation Cantrip

Guidance

  • casting time 1 action
  • range Touch

  • components V, S
  • duration (C) 1 minute

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Cleric Divination Cantrip

Dancing Lights

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration (C) 1 minute

a bit of phosphorus

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.

As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spellв's range.

Cleric Illusion Cantrip

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