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Vulnera Sanentur (Mass Cure Wounds)

  • casting time 1 Action
  • range 60 ft / 30 ft sphere

  • components 3d8 + 10 HP Heal
  • duration Instant

A wave of healing energy washes out from a point of your choice within range.

Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 10. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Mendicant Cleric Healing Spell

Surgere Lazarus (Raise Dead)

  • casting time 1 Hour
  • range Touch

  • components Verbal, Somatic
  • duration Instant

(Materials: a diamond worth 500 gold) --You return a dead creature you touch to life, provided that it has been dead no longer than 10 days, if the creature's soul is both willing and at liberty to rejoin the body.
--This spell neutralizes any poisons and cures nonmagical diseases. This spell doesn't, however, remove magical diseases, curses, or similar effects.
--The spell can't return an undead creature to life.
--This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.
--The resurrected take a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Mendicant Cleric Healing Spell

Sanctus Arma (Holy Weapon)

  • casting time 1 Bonus Action
  • range Touch

  • components 2d8 Radiant, CON 15
  • duration 1 Hour

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a CON saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute.

On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Mendicant Cleric Support Spell (Weapon)

Rennervate Maxime (Greater Restoration)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

(Materials: diamond dust worth 100 gold) You imbue a creature you touch with positive energy to undo a debilitating effect.

You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

-One effect that charmed or petrified the target
-One curse, including the target's attunement to a cursed magic item
-Any reduction to one of the target's ability scores
-One effect reducing the target's hit point maximum

Mendicant Cleric Healing Spell

Seraphum Protege (Guardian of Faith)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal
  • duration 8 Hours

(Attack/Save: DEX 15) A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range.

The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a DEX saving throw.

The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one.

The guardian vanishes when it has dealt a total of 60 damage.

Mendicant Cleric Summoning Spell

Mortem Evadere (Death Ward)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration 8 Hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Mendicant Cleric Defensive Spell

Expello (Banishment)

  • casting time 1 Action
  • range 60 Feet

  • components Verbal, Somatic
  • duration Concentration: 1 min

(Materials: an item distasteful to target, CHA Save 15) You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a CHA saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demi-plane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Mendicant Cleric Attack Spell (debuff)

Spei Pharus (Beacon of Hope)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration 1 Minute

This spell bestows hope and vitality.

Choose any number of creatures within range.

For the duration, each target has advantage on WIS saving throws and Death saving throws, and regains the maximum number of hit points possible from any healing spell, item, or effect.

Mendicant Cleric Support Spell

Finite Incantatem (Dispel Magic)

  • casting time 1 ACtion
  • range 120 Feet

  • components Verbal, Somatic
  • duration Instantaneous

Choose one creature, object, or magical effect within range.

Any spell of 3rd level or lower on the target ends.
-For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability (+8).
---The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Mendicant Cleric Defensive Spell

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Episkey Maximus (Mass Healing Word)

  • casting time 1 Bonus Action
  • range 60 Feet

  • components Verbal
  • duration Instantaneous

(1d4 + 8 HP Recovery) As you call out words of restoration, up to 6 creatures of your choice that you can see within range regain hit points equal to 1d4 + 8.

This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

-4th Level: 2d4+9
-5th Level: 3d4+10

Mendicant Cleric Healing Spell

Revivisco (Revivify)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

(Materials: diamonds worth 300 gold) You touch a creature that has died within the last minute.

That creature returns to life with 1 hit point.

This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Mendicant Cleric Healing Spell

Verum Loquere (Zone of Truth)

  • casting time 1 Action
  • range 60 Ft / 15 Ft Sphere

  • components Verbal, Somatic
  • duration 10 Minutes

(Attack/Save: CHA 15) You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.

Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a CHA saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Mendicant Cleric Utility Spell (interaction)

Tace (Silence)

  • casting time 1 Action
  • range 120 ft / 20 Ft Sphere

  • components Verbal, Somatic
  • duration Concentration: 10 min

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range.

Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.

Casting a spell that includes a verbal component is impossible there.

Mendicant Cleric Utility Spell (interaction)

Sanctus Gladius (Spiritual Weapon)

  • casting time 1 Bonus Action
  • range 60 Feet

  • components 1d8 + 3 Force
  • duration 1 Minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + 3.

As a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

-4th Level: 2d8+3

Mendicant Cleric Attack Spell

Rennervate (Lesser Restoration)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

You touch a creature and can end either one disease or one condition afflicting it.

The condition can be blinded, deafened, paralyzed, or poisoned.

Mendicant Cleric Healing Spell

Oratio Sanationis (Prayer of Healing)

  • casting time 10 Minutes
  • range 30 Feet

  • components 2d8 + 7 HP Heal
  • duration Instant

Up to 6 creatures of your choice that you can see within range each regain hit points equal to 2d8 +7. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

-3rd Level: 3d8+8
-4th Level: 4d8+9
-5th Level: 5d8+10

Mendicant Cleric Healing Spell

Sacrum Fulmen (Guiding Bolt)

  • casting time 1 Action
  • range 120 Feet

  • components 4d6 Radiant (+7 to Hit)
  • duration 1 Round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target.

On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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

-2nd Level: 5d6
-3nd Level: 6d6
-4th Level: 7d6
-5th Level: 8d6

Mendicant Cleric Attack Spell

Reparifors (Cure Wounds)

  • casting time 1 Action
  • range Touch

  • components 1d8 + 6 HP heal
  • duration Instant

A creature you touch regains a number of hit points equal to 1d8 + 6. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

-2nd Level: 2d8+7
-3rd Level: 3d8+8
-4th Level: 4d8+9
-5th Level: 5d8+10

Mendicant Cleric Healing Spell

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Protego Horrbilis (Shield of Faith)

  • casting time 1 Bonus Action
  • range 60 Feet

  • components Verbal, Somatic
  • duration 10 Minutes

(Materials: a small parchment with holy text) A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Mendicant Cleric Support Spell (Defense)

Auxilium (Guidance)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration 1 Minute

You touch one willing creature.

Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.

It can roll the die before or after making the ability check. The spell then ends.

Cleric Mendicant Support Spell

Anapneo (Spare the Dying)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

You touch a living creature that has 0 hit points.

The creature becomes stable.

This spell has no effect on undead or constructs.

Mendicant Cleric Healing Spell

Ferox (Resistance)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration 1 Minute

(Materials: a miniature cloak) You touch one willing creature.

Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice.

It can roll the die before or after making the saving throw. The spell then ends.

Mendicant Cleric Support Spell

Lumos (Light)

  • casting time 1 Action
  • range Touch/20 ft sphere

  • components Verbal
  • duration 1 Hour

(Materials: a firefly or phosphorescent moss, DEX Save 15) You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a DEX saving throw to avoid the spell.

Mendicant Cleric Utility Spell (Interaction)

Spiritus Sanctus (Sacred Flame)

  • casting time 1 Action
  • range 60 Feet

  • components 2d8 Radiant
  • duration Instantaneous

(Attack/Save: DEX 15) Flame-like radiance descends on a creature that you can see within range.

The target must succeed on a DEX saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mendicant Cleric Attack Spell

Appare Vestigium (Detect Magic)

  • casting time 1 Action
  • range Self / 30 Ft Sphere

  • components Verbal, Somatic
  • duration 10 Minutes

For the duration, you sense the presence of magic within 30 feet of you.

If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Mendicant Cleric Utility Spell (Interaction)

Benedictiones (Bless)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration 1 Minute

(Materials: a sprinkling of holy water) You bless up to 3 creatures of your choice within range.

Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a 1d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Mendicant Cleric Support Spell

Episkey (Healing Word)

  • casting time 1 Bonus Action
  • range 60 Feet

  • components 1d4+6 Heal
  • duration Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + 6.

This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

-2nd level: 2d4+7
-3rd level: 3d4+8
-4th level: 4d4+9
-5th level: 5d4+10

Mendicant Cleric Healing Spell

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Abstinete Me (Protection from Evil and Good)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration 10 Minutes

(Materials: holy water or powdered silver and iron) Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits.
-Creatures of those types have disadvantage on attack rolls against the target.
-The target also can't be charmed, frightened, or possessed by them.
-If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Mendicant Cleric Support Spell

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