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Light

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

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

Sacred Flame

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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.

Cleric Evocation cantrip

Spare the Dying

  • casting time1 action
  • range15 feet

  • componentsV, S
  • durationInstantaneous

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

Cleric Necromancy Cantrip

Bless

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

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

Guiding Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 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

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

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

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

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 DC12 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

Shield of Faith

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

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

Blindness/Deafness

  • casting time1 action
  • range120 feet

  • componentsV
  • duration1 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 Transmutation

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Guiding Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 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 2nd level Evocation

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • duration1 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.

Cleric 2nd level Transmutation

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

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.

Cleric 2nd level Abjuration

Spiritual Weapon

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 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.

Cleric 2nd level Evocation

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

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

Alert

  • casting timeSpecial
  • rangeSelf

  • components
  • durationSpecial

Initiative Proficiency. When you roll Initiative, you can add +2 the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Origin Feat Criminal Background

Breath Weapon (Lightning)

  • casting time1 action
  • rangeVariable

  • components
  • durationInstantaneous

When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time).

Each creature in that area must make a DC11 Dexterity saving throw. On a failed save, a creature takes 1d10 Lightning damage. On a successful save, a creature takes half as much damage.

You can use this Breath Weapon 2 times per Long Rest.

Dragonborn Ancestry Blue Dragon Heritage

Channel Divinity: Divine Spark

  • casting time1 action
  • range30 feet

  • components
  • durationInstantaneous

As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it.

Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw.

On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).

Channel Divinity actions. You can perform 2 Channel Divinity actions per Long Rest

Cleric Channel Divinity

Channel Divinity: Turn Undead

  • casting time1 action
  • range30 feet

  • components
  • duration1 minute

As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a DC12 Wisdom saving throw.

If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns.

This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Channel Divinity actions. You can perform 2 Channel Divinity actions per Long Rest

Cleric Channel Divinity

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