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Crossbow

  • casting time Action
  • range 80/320 Ft

  • components 1d8 + 1
  • duration Instant

Fire with a light crossbow you carry around for hunting.

This weapon takes longer to load, but packs a bigger punch. It must be used 2 handed to operate effectively.

If a creature is within 30 feet of you, you are then imposed with the threatened condition which gives you disadvantage to your aim on any target. Trying to aim outside of 320 feet with this weapon is not possible.

DIVINE STRIKE: infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.

Mendicant Cleric Combat Action

Church Hammer

  • casting time Action
  • range 5 Feet

  • components 1d6+1 (+5 to hit)
  • duration Instant

Strike with the very hammer your family used to nail the frames of the church you were raised in!

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

-DIVINE STRIKE: infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.

Mendicant Cleric Combat Action

Sling

  • casting time Action
  • range 30/120 Feet

  • components 1d4 + 2 (+6 to hit)
  • duration Instant

You read a quaint story about a small boy who killed a giant with nothing but a stone and a leather strap.

You can modify the stone ammunition with the cantrip Magic Stone and increase the effective range by +60 feet and make the damage roll 1d6+4.

Even without the magic, this sling makes a loud pop when thrown and is quite terrifying.

When you try to use this weapon when any enemy is within 30 feet of you, you suffer the threatened condition and make all aims with disadvantage.

DIVINE STRIKE: infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target.

Mendicant Cleric Combat Action

Divine Intervention

  • casting time 1 Action
  • range Dependent

  • components Dependent
  • duration Dependent

Call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action.

Describe the assistance you seek, and roll percentile dice (2d10s). If you roll a number equal to or lower than your cleric level, your deity intervenes (>10).

The DM chooses the nature of the intervention, the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Mendicant Cleric Channel Divinity

Preserve Life

  • casting time 1 Action
  • range 30 Feet

  • components Holy Symbol
  • duration Instant

Evoke healing energy that can restore HP.

A creature can only be healed up to half of its Max HP. If the creature's Max is higher than your max spell power, then the creature is healed for 50 HP.

You can also split those 50 HP among any creatures within 30 feet of you.

This does not affect Undead or Constructs.

You have 2 Divine Intervention charges per short rest.

Mendicant Cleric Channel Divinity

Turn Undead

  • casting time 1 Action
  • range 30 Feet

  • components Holy Symbol
  • duration 1 Minute

(WIS saving throw 15,) You present your holy symbol and speak a prayer censuring the undead.

Each undead that can see you or hear you within 30 feet of you must make a WIS saving throw (DC-15). If the creature fails, it is turned for 1 minute, or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the dodge action.

If the undead creature is at or below your level threshold, and it fails the WIS saving throw, the creature is Destroyed.

You can use this feat 2 times before a short rest.

Mendicant Cleric Channel Divinity

Shield Bash

  • casting time Bonus Action
  • range 5 Feet

  • components 1d4
  • duration Instant

Use your shield as a means to smack an enemy.

At the expense of -1 to your AC for the round after using this technique, you can use a bonus action to strike an enemy and deal an extra 1d4 bludgeoning damage with your shield.

-SHIELD MASTER (FEAT):
---If you take the attack action, on your turn you can use a bonus action to try to shove a creature within 5 ft of you with your shield (pushes them 5 feet down)

---If you aren't incapicated, you can add your shield's AC bonus (+3) to any DEX saving throw you make against a spell or harmful effect that targets you

---If you are subjected to an effect that allows you to make a DEX saving throw to take only half damage (on success) you can use your reaction to take no damage instead

Mendicant Cleric Combat Action

Cleric (Life Domain) Features

  • casting time Dependent
  • range Dependent

  • components Dependent
  • duration Dependent

-DISCIPLE OF LIFE: When you use a spell of 1st level or higher to restore HP, the creature regains an additional 2 + the spell's level used amount of HP (e.i. 3nd level + 2 = 5 HP bonus)

-DESTROY UNDEAD: When an undead creature fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its at or below your level threshold.

-BLESSED HEALER: When you cast healing spells on others you heal yourself as well. You regain 2 + the spell's level used amount of HP to yourself.

-HEALER: when you use a healer's kit to stabilize a dying creature, they regain 1 HP (instead of 0), as an action you can also spend one use of a healer's kit to restore 1d6+4 HP to a creature (plus additional HP equal to the creature's maximum number of Hit Dice).

Mendicant Cleric Class Features

Species Traits

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

-Medium, 20 ft. Walk
-Languages: Common, Gaelic (Irish), Greek, Latin, Scottish, Solamnic
-Armor: Light, Medium, Heavy, Shields
-Weapons: Simple
-Skills Proficiency: Medicine, Insight, Religion, Persuasion, Animal Handling

Mendicant Cleric Species Traits

A A
A A
A A
F F
F F
F F
A A
F F
F F

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

A A