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Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a cup of water

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Can only be used once per day.

Warlock 1st level Abjuration

Ice Knife

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationInstantaneous

a drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Can only be used once per day.

Sorcerer (XGE) 1st level Conjuration

Holy Water

  • casting time1 action
  • range30 feet

  • componentsM
  • duration1 hour

(a cup of water)As an Action, you can splash the Contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Cleric or Paladin may create holy water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Item Adventuring Gear (Consumable)

Divine Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationOn Hit

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 Class Feature - Level 2

Divine Sense

  • casting time1 action
  • range60 feet

  • components
  • duration1 Turn

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 Class Feature - Level 1

Lay On Hands

  • casting time1 action
  • rangeTouch

  • components
  • durationInstantaneous

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 × 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 - Level 1

Level 1 Features

Hit Points
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Attacks
Hit = Strength Modifier + Proficiency Bonus
Melee Damage Modifier = Strength Modifier
Unarmed Damage = Strength Modifier + 1

Abilities
Divine Sense
Lay On Hands

Paladin Class Feature

Level 2 Features

Fighting Style
Choose One: Defense, Dueling, Great Weapon Fighting, Protection

Spell Casting
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spell Count: Charisma Modifier + (Level / 2, Rounded Down, Minimum of 1)
Spell Save DC: 8 + Proficiency Bonus + Charisma Modifier
Spell Attack Modifier: Proficiency Bonus + Charisma Modifier
Concentration DC: Constitution Saving Throw > (Maximum of 10 or Damage / 2)

Abilities
Divine Smite

Paladin Class Feature

Level 3 Features

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

Sacred Oath
When you reach 3rd level, you swear the oath that binds you as a paladin forever.

Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC

Paladin Class Feature

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0 0
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Abjure Enemy

  • casting time1 action
  • range60 feet

  • componentsS, M
  • duration1 Minute

holy symbol

As an action, you present your holy symbol and 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 the saving throw.

On a failed save, the creature is frightened for one minute or until it takes any damage. While frightened, the creature’s speed is 0, and it cannot benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for one minute or until the creature takes any damage.

Paladin (Oath of Vengence) Channel Divinity

Vow of Enmity

  • casting time1 bonus action
  • range10 feet

  • componentsV
  • duration1 Minute

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 one minute or until it drops to 0 hit points or falls unconscious.

Paladin (Oath of Vengence) Channel Divinity

Great Weapon Fighting

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 Fighting Style

CD CD
CD CD
C C