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Wrathful Smite

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration 1 Munute

(Attack/Save:

Attack/Save: Wis 13) 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 succeed on 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 1st Level

Shield of Faith

  • casting time 1 Bonus Action
  • range 60ft

  • components V,S,M
  • duration 10 Minutes

Concentration

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

Paladin 1st Level

Hunter's Mark

  • casting time 1 Bonus Action
  • range 90ft

  • components V
  • duration 1 Hour

(Concentration) 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.

Paladin 1st Level

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.

1D8+3

Paladin 1st Level

Compelled Duel

  • casting time 1 Bonus Action
  • range 30ft

  • components V
  • duration 1 Minute

(Concentration) 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 1st Level

Bane

  • casting time 1 Action
  • range 30ft

  • components V,S,M
  • duration 1 Minute

Concentration

Up to three creatures of your choice that you can see within range must make Charisma saving throws. 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 1st Level

Vow of Enmity.

  • casting time 1 Bonus Action
  • range 10ft

  • components
  • duration 1 Minute

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Paladin Channel Divinity

Abjure Enemy

  • casting time 1 Action
  • range 60ft

  • components
  • duration 1 Minute

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 the creature takes any damage.

Paladin Channel Divinity

Harness Divine Power

  • casting time 1 Bonus Action
  • range

  • components
  • duration

3rd-level paladin feature
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once, 7th level, twice, and 15th level, thrice. You regain all expended uses when you finish a long rest.

Paladin Devine Power

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