Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Abjure Enemy

  • casting time Action
  • range 60 feet

  • components Holy Symbol
  • 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

Vow Of Enmity

  • casting time Bonus Action
  • range 10 feet

  • components Holy Symbol
  • 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

Tenets of Vengeance

  • casting time n/a
  • range n/a

  • components n/a
  • duration n/a

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary: My qualms can't get in the way of exterminating my foes.

Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Paladin Tenets

Preserve Life

  • casting time Action
  • range 30 feet

  • components Holy Symbol
  • duration Instantaneous

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Cleric Channel Divinity

Destroy Undead

  • casting time 1 Action
  • range 30 feet

  • components Holy Symbol
  • duration Instantaneous

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown below.

Cleric Level 5 destroys Undead of CR 1/2 or lower.

Cleric Level 8 destroys Undead of CR 1 or lower.

Cleric Level 11 destroys Undead of CR 2 or lower.

Cleric Level 14 destroys Undead of CR 3 or lower.

Cleric Level 17 destroys Undead of CR 4 or lower.

Cleric Channel Divinity

Turn Undead

  • casting time Action
  • range 30

  • components Holy Symbol
  • duration 1 Minute

As an action, 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 its saving throw, 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 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.

Cleric Channel Divinity

0 0
0 0
0 0
0 0
0 0
0 0