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V; 1 minute; You present your holy symbol and speak a prayer censuring fiends and undead

  • casting time 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
  • range and it can’t willingly move to a space within 30 feet o f you. It also can’t take reactions. For its action

  • components 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
  • duration the creature can use the Dodge action.

    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 paladin spell save DC.; Paladin (Devotion);

Paladin using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails it

20 feet; Weapon; 1 minute; You can imbue one weapon that you are holding with positive energy

  • casting time it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this w eapon
  • range or if you fall unconscious

  • components this effect ends.

    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
  • duration the DC equals your paladin spell save DC.; Paladin (Devotion);

Paladin using your Channel Divinity.
You add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1).

The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical

you can expend one paladin spell slot to deal radiant damage to the target

  • casting time plus 1d8 for each spell level higher than 1st
  • range to a maximum o f 5d8.

    The damage increases by 1d8 if the target is an undead or a fiend.; Paladin;

Paladin in addition to the weapon’s damage.

The extra damage is 2d8 for a 1st-level spell slot

you can restore a total number of hit points equal to your paladin level x 5.

You can touch a creature and draw power from the pool to restore a number of hit points to that creature

  • casting time you can expend 5 hit points from your pool o f healing to cure the target o f one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use o f Lay on Hands
  • range expending hit points separately for each one.

    This feature has no effect on undead and constructs.; Paladin;

Paladin up to the maximum amount remaining in your pool.

Alternatively

and powerful good rings like heavenly music in your ears.

You open your awareness to detect such forces. Until the end of your next turn

  • casting time fiend
  • range or undead within 60 feet o f you that is not behind total cover. You know the type (celestial

  • components fiend
  • duration or undead) of any being w hose presence you sense

but not its identity (the vampire Count Strahd von Zarovich

Paladin you know the location o f any celestial

you gain a +1 bonus to your AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons

  • casting time you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

    Protection: When a creature you can see attacks a target other than you that is within 5 feet o f you
  • range you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.; Paladin;

Paladin you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands

0; Channel divinity - Turn The Unholy; Feature Lvl. 3; 1 action; 30 feet; Holy symbol 0; Channel divinity - Turn The Unholy; Feature Lvl. 3; 1 action; 30 feet; Holy symbol
0; Channel divinity - Sacred Weapon; Feature Lvl. 3; 1 action; touch 0; Channel divinity - Sacred Weapon; Feature Lvl. 3; 1 action; touch
0; Divine Smite; Feature Lvl. 2; Bonus action ?; ; Weapon attack; ; When you hit a creature with a melee weapon attack 0; Divine Smite; Feature Lvl. 2; Bonus action ?; ; Weapon attack; ; When you hit a creature with a melee weapon attack
0; Lay On Hands; Feature Lvl. 1; 1 action; Touch; ; ; Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest.
With that pool
0; Lay On Hands; Feature Lvl. 1; 1 action; Touch; ; ; Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest.
With that pool
0; Divine Sense; Feature Lvl. 1; 1 action; 60 feet; ; end of next turn; The presence o f strong evil registers on your senses like a noxious odor 0; Divine Sense; Feature Lvl. 1; 1 action; 60 feet; ; end of next turn; The presence o f strong evil registers on your senses like a noxious odor
0; Fighting Style; Feature Lvl. 2; ; ; ; ; (Choose one to apply to your Paladin) Defense: While you are wearing armor 0; Fighting Style; Feature Lvl. 2; ; ; ; ; (Choose one to apply to your Paladin) Defense: While you are wearing armor