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Saint of Forge and Fire

  • casting time
  • range

  • components
  • duration

Your blessed affinity with fire and metal becomes more powerful:

• You gain immunity to fire damage.

• While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Cleric (Forge) Feature Lvl. 17

Soul of the Forge

  • casting time
  • range

  • components
  • duration

Your mastery of the forge grants you special abilities:

• You gain resistance to fire damage.

• While wearing heavy armor, you gain a +1 bonus to AC.

Cleric (Forge) Feature Lvl. 6

Divine Strike

  • casting time Bonus action
  • range Attack

  • components Weapon
  • duration

You gain the ability to infuse your weapon strikes with divine energy (Nature) or the fiery power of the forge (Forge).

Nature: 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 cold, fire, or lightning damage (your choice) to the target.

Forge: 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 fire damage to the target.

Both: When you reach 14th level, the extra damage increases to 2d8.

Cleric (Nature, Forge) Feature Lvl. 8

Master of Nature

  • casting time Bonus action
  • range

  • components
  • duration 1 turn

You gain the ability to command animals and plant creatures.

While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Cleric (Nature) Feature Lvl. 17

Dampen Elements

  • casting time Reaction
  • range 30 feet

  • components
  • duration

When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Cleric (Nature) Feature Lvl. 6

Channel Divinity - Charm Animals and Plants

  • casting time 1 action
  • range 30 feet

  • components Holy symbol, V
  • duration 1 minute

You can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw.

If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

You must 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 cleric spell save DC.

Cleric (Nature) Feature Lvl. 2

Channel Divinity - Artisan's Blessing (ritual)

  • casting time 1 hour
  • range

  • components M
  • duration

You can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Cleric (Forge) Feature Lvl. 2

Blessing of the Forge

  • casting time
  • range Touch

  • components
  • duration

You gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon.

Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Cleric (Forge) Feature Lvl. 1

Channel Divinity - Turn Undead

  • casting time 1 action
  • range 30 feet

  • components Holy Symbol, V
  • duration 1 minute

You present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails it, it is turned for 1 minute or until it takes any 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 o f 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.

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 cleric spell save DC.

Cleric Feature Lvl. 2

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