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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.

Level 2 Spell Abjuration

Magic Weapon

  • casting time 1 Bonus Action
  • range Touch

  • components V, S
  • duration 1 Hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.

Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Level 2 Spell Transmutation

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 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.

Level 1 Spell Evocation

Thunderous Smite

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Concentration 1 m

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.

Level 1 Evocation

Purify Food & Drink

  • casting time 1 Action
  • range 10 ft (5 ft radius)

  • 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.

Level 1 Spell Transmutation

Detect Evil & Good

  • casting time 1 Action
  • range Self (30 ft)

  • components V, S
  • duration 10 min

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.

Level 1 Spell Divination

Moon Beam

  • casting time 1 Action
  • range 120 ft

  • components V
  • duration Concentration 1 m

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
3rd level or higher, the damage increases by 1d10

Level 2 Spell Conjuration

Misty Step

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Level 2 Spell Conjuration

Speak with Animals

  • casting time Passive
  • range Self

  • components V, S
  • duration Indefinite

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.

Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Passive Divination

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Fog Cloud

  • casting time 1 Action
  • range 120 ft (20 ft circle)

  • components V, S
  • duration 1 Hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Level 1 Spell Conjuration

Natures Wrath

  • casting time 1 Action
  • range 10 ft

  • components n/a
  • duration 10 min

As an action, freeze 1 creature within 10 ft of you. They must succeed in a Strength or Dexterity saving throw each turn or remain frozen

Cantrip

Protection

  • casting time Reaction
  • range Self (5 ft)

  • components N/A
  • duration Instantaneous

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.

Cantrip

Divine Smite

  • casting time 1 Action
  • range 5 ft

  • components
  • 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.

Attack

Lay On Hands

  • casting time Action
  • range Self (touch)

  • components
  • 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.

Divine Sense

  • casting time Action
  • range 60 ft

  • components
  • duration Instantaneous

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.

Trait

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