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  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Druid (XGE)

Paladin M;1 hour;(a leather strap

up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. 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

Paladin the healing increases by 1d4 for each slot level above 3rd. ;Cleric

the spirit of a long-dead sage

  • casting time make a DC 15 Intelligence saving throw. On a failure
  • range you take 6d6 psychic damage and are insane until you finish a long rest. While insane

  • components you can't take actions
  • duration can't understand what other creatures say

can't read

Paladin or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell

up to 1 minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Paladin (*)(Crown)
  • range

Paladin the aura moves with you

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd. ;Wizard

Paladin up to 1 minute;The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration 3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration
5;Contact Other Plane (ritual);5th level Divination;1 minute;Self;V;1 minute;You mentally contact a demigod 5;Contact Other Plane (ritual);5th level Divination;1 minute;Self;V;1 minute;You mentally contact a demigod
3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration 3;Aura of Vitality;3rd level Evocation;1 action;Self (30-foot radius);V;Concentration
3;Vampiric Touch;3rd level Necromancy;1 action;Self;V 3;Vampiric Touch;3rd level Necromancy;1 action;Self;V