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Mass Skirmish

  • casting time 1 action
  • range Self (30-foot radius)

  • components V, S, M
  • duration Concentration, up to 10 minutes

A branch from a tree

This spell allows you to enhance the mobility of any number of willing creatures that you can see within range. You bolster each target, enabling them to move easily through enemy formations. For the duration, each target’s speed is increased by 15 feet, is unaffected by nonmagical difficult terrain, and doesn’t provoke opportunity attacks.

Cleric 7th-level Transmutation

Impressions of the Past

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

An hourglass and a glass eye worth at least 100 gp

You cast your senses back in time to perceive your current location as it was at some point in the past, including any events that were happening at that time. You must specify the exact time you wish to see, which can’t be more than 100 years ago. When viewing the past, it appears dreamlike and shadowy, but you are able to discern detail and hear conversation as normal, and any special senses you possess (such as darkvision) also work as normal. While perceiving the past, you can look in any direction, but you can’t move or speak, and are unable to sense your present surroundings.

Cleric 7th-level Divination

Antiballistics Field

  • casting time 1 action
  • range Self (40-foot-radius sphere)

  • components V, S, M
  • duration Concentration, up to 10 minutes

A pinch of wet gunpowder

An invisible 40-foot-radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can’t be used to make an attack until a creature uses its action to clear the weapon malfunction.

Cleric 6th-level Abjuration

Scrutinize Foe

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You discern minute details concerning one creature you can see within range. You learn two of the following pieces of information of your choice about the target: its Armor Class, current hit points, condition immunities, damage immunities, damage resistances, damage vulnerabilities, and enchantments (which reveals any spells which are currently affecting it). The GM must share with you the requested information.

Cleric 5th-level Divination

Intensify Gravity

  • casting time 1 action
  • range 100 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A lodestone and iron filings

This spell intensifies gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. Each creature in this area must spend two feet of movement for every foot moved, including flying, jumping, and climbing movement. This can be combined with difficult terrain to slow movement to a quarter of normal speed. If a prone creature wishes to stand up, it must succeed on a Strength check against your spell save DC. On a failure, it can’t move at all on its turn. Objects in the area, including those being worn or carried, weigh double their usual weight, which may cause creatures to become encumbered or cause load-bearing spells like levitate to fail. Any ranged weapon attacks that pass into, out of, or through the area have disadvantage, and any falling damage dealt within the spell’s area is doubled.

Cleric 4th-level Transmutation

Dire Warning

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

You receive a message of up to 6 words from your future self, warning you of a critical threat or pointing you toward a fruitful avenue. At some point in the future, once you have learned why you sent the message, you must perform a 10-minute-long ritual to deliver the message back in time to your past self. Once you cast this spell, you can’t cast it again until you perform this ritual, or one week later if you don’t discover this information. If you cast this spell and receive no message, it indicates that you never complete the ritual in the future, possibly owing to your death or some other hindrance.

Cleric 4th-level Divination

Snakestaff

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

A quarterstaff

You cast a staff to the ground, which writhes and grows into a giant constrictor snake under your control, which acts on its own initiative count. The snake is friendly to you and your companions. The snake will obey any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise takes no actions. If the snake is reduced to 0 hit points, it dies and reverts to a broken staff. The GM has the creature’s statistics.

Cleric 3rd-level Transmutation

Skirmish

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

A branch from a tree

You enhance the mobility of one willing creature you touch, enabling them to move easily through enemy formations. For the duration, the target’s speed is doubled, it is unaffected by nonmagical difficult terrain, and it doesn’t provoke opportunity attacks.

Cleric 3rd-level Transmutation

Repulsor Ring

  • casting time 1 action
  • range 5 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A piece of chalk

You outline a 5-foot diameter circle on the ground, which is warded against intruders. Only creatures you choose can step within the circle. Any ranged attack roll made against a target within the circle has disadvantage. If a hostile creature makes a melee attack against a target within the circle, the attacker is pushed back 10 feet immediately after the attack.

Cleric 2nd-level Abjuration

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Protection from Ballistics

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

A shimmering shield of energy surrounds one willing creature you touch. For the duration, ranged attacks made by firearms have disadvantage against the target, and the target has resistance to any damage dealt by firearms.

Cleric 2nd-level Abjuration

Halo of Flame

  • casting time 1 action
  • range Self (10-foot-radius, 5-foot-wide ring)

  • components V, S
  • duration Instantaneous

A ring of flame ignites above your head and then springs outward, coming to rest in a burning circle. The circle is composed of a 5-foot wide line of flame, curving to form a 10-foot-radius ring around you. Each creature you choose within the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful save.

Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Cleric 2nd-level Evocation

Curse Ward

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

You reach out your hand and touch a willing creature within your reach, raising a smoke-like barrier around it. For the duration, the target has resistance to necrotic damage and can’t be cursed, possessed, or targeted by a hex. Also, its maximum hit points can’t be lowered. If the target is already affected by one of these effects, the effect is suspended until the spell ends.

Cleric 2nd-level Abjuration

Whispering Wind

  • casting time 1 action
  • range 1 mile

  • components V, S, M
  • duration 1 round

A feather

You point your finger in a direction and whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range and in the approximate direction indicated, they (and only they) hear the message carried on the wind. They can reply in a whisper that only you can hear.

You can cast this spell only when there is a clear path for air to move between you and the targets. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings, but is blocked by solid objects and areas of magical silence.

Cleric 1st-level Evocation

Might of the Abyss

  • casting time 1 action
  • range 15 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A small, black strip of ribbon

You channel stygian power from an extraplanar source, enhancing three creatures other than yourself within range. Whenever a target makes a weapon attack, it adds 1d4 damage to their damage roll. If a target moves more than 15 feet away from you, it loses the effect until it is within range again.

Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet, and you can target one additional creature for each slot level above 1st.

Cleric 1st-level Evocation

Memorize (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

A page of written text and a length of silver string worth 10 gp, tied in a knot, which the spell consumes

While casting this spell, your eyes pass over the words on the page, which are committed to your memory. For the next year, you exactly remember the details of all information on this page. After that time, you have advantage on all Intelligence checks you make to recall this information.

Cleric 1st-level Enchantment

Guided Missile

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

You utter a prayer to guide your projectile, causing it to arc toward its target. The next ranged weapon attack you make before the spell ends has advantage, and has double its normal and long ranges.

Cleric 1st-level Transmutation

Exhume (Ritual)

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

A drop of blood

Choose an unoccupied 20-foot square within range, note that the area must have solid earth beneath it. This spell fails if cast on the upper floor of a building. This spell then causes one pile of Humanoid bones to rise out of the ground within that square. If you cast this spell within a burial place such as a graveyard, mausoleum, or barrow, 1d4 piles of bones are exhumed instead of 1. The ground itself is not changed or disturbed by this spell, the bones simply appear out of the ground.

Cleric 1st-level Necromancy

Consecrated Armor (Ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 8 hours

A drop of blessed oil

You trace a holy symbol on your chest, and an invisible barrier protects you until the spell ends. Your base AC becomes 12 + your Dexterity modifier. If you are attacked by a Fiend or Undead, your AC becomes 15 + your Dexterity modifier against that attack.

Cleric 1st-level Abjuration

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Clue

  • casting time 1 action
  • range Touch

  • components V, S, M (a magnifying glass and pipe)
  • duration Instantaneous

You touch an object or surface and receive a flash of insight regarding its last interactions. The spell reveals the last creature that touched or used the object, as well as a brief vision of the creature’s actions involving the object. If the object has not been used or touched within the past 24 hours, the spell fails.

Cleric 1st-level Divination

Boomering

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You throw a boomerang-shaped force projectile at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. If the attack misses, the projectile returns to your hand and you can make another attack roll with it as part of the same action.

Cleric 1st-level Evocation

Blood Print (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M (an ounce or more of blood)
  • duration Instantaneous

At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.

Cleric 1st-level Necromancy

Moment to Think

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

When you cast this spell, you briefly stop time for everyone but yourself. You can take one additional action and move around in your space while no time passes for other creatures. That action can be used only to take the Search or Use an Object action, or to make an Intelligence check to remember information about something. Furthermore, you can’t affect or damage any creature or object, other than objects you are wearing or carrying. If an object leaves your hand, it also becomes frozen in time.

Cleric Transmutation cantrip

Legendary Libation

  • casting time 1 bonus action
  • range Self

  • components V, M (a container, such as a mug, tankard, or flask, which is filled with liquid that is purified by the spell)
  • duration Instantaneous

You speak a word of power and your container fills with a drink of your choosing, which can be imbibed as an action. The drink is delicious and satisfies the drinker’s thirst for the next 24 hours. Furthermore, for one hour after consuming this libation, the drinker has advantage on saving throws it makes to avoid or end the frightened condition on itself. If the drink is not consumed within one hour of being conjured, it loses its magic and turns into mundane, flavorless water.

A creature can’t benefit from more than one legendary libation in any given 24-hour period.

Cleric Conjuration cantrip

Eye of Radiance

  • casting time 1 action
  • range 60 feet

  • components M (a holy symbol)
  • duration Instantaneous

A beam of furious radiance erupts from your right eye, directed at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage and can’t take the Hide action until the end of your next turn.

Higher Levels. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your left eye. Your first beam’s damage increases by 1d8 (2d8) when you reach 11th level, and your second beam’s damage increases by 1d8 (2d8) when you reach 17th level.

Cleric Evocation cantrip

Eye of Darkness

  • casting time 1 action
  • range 60 feet

  • components M (a holy symbol)
  • duration Instantaneous

A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can’t take the Disengage action until the end of your next turn.

Higher Levels. This spell creates an additional beam and deals more damage at higher levels. At 5th level, you fire a second beam originating from your right eye. Your first beam’s damage increases by 1d8 (2d8) when you reach 11th level, and your second beam’s damage increases by 1d8 (2d8) when you reach 17th level.

Cleric Necromancy cantrip

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