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SHINING SMITE

  • casting time 1 bonus action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Paladin 2nd level Transmutation

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.

Paladin 2nd level Transmutation

DIVINE FAVOR

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration 1 minute

Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.

Paladin 1st level Transmutation

FIND STED [1/2]

  • casting time 1 action
  • range 30 feet.

  • components V, S
  • duration Instantaneous

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.

The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.

Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s

Paladin 2nd level Conjuration

FIND STED [2/2]

  • casting time 1 action
  • range 30 feet.

  • components V, S
  • duration Instantaneous

level in the stat block.

Paladin 2nd level Conjuration

DIVINE SMITE

  • casting time 1 bonus action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • range Self

  • components V, S
  • duration Instantaneous

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

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

Paladin 1st Level Transmutation

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