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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

Channel divinity - Turn The Unholy

  • casting time 1 action
  • range 30 feet

  • components Holy symbol, V
  • duration 1 minute

You present your holy symbol and speak a prayer censuring fiends and undead, 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, 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, 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 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) Feature Lvl. 3

Channel divinity - Sacred Weapon

  • casting time 1 action
  • range touch, 20 feet

  • components Weapon
  • duration 1 minute

You can imbue one weapon that you are holding with positive energy, 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, 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, or if you fall unconscious, 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, the DC equals your paladin spell save DC.

Paladin (Devotion) Feature Lvl. 3

Divine Health

  • casting time
  • range

  • components
  • duration always

The divine magic flowing through you makes you immune to disease.

Paladin Feature Lvl. 3

Divine Smite

  • casting time Bonus action ?
  • range

  • components Weapon attack
  • duration

When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage.

The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum o f 5d8.

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

Paladin Feature Lvl. 2

Fighting Style

  • casting time
  • range

  • components
  • duration

(Choose one to apply to your Paladin) Defense: While you are wearing armor, you gain a +1 bonus to your AC.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, 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, 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, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Paladin Feature Lvl. 2

Divine Sense

  • casting time 1 action
  • range 60 feet

  • components
  • duration end of next turn

The presence o f strong evil registers on your senses like a noxious odor, 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, you know the location o f any celestial, fiend, or undead within 60 feet o f you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being w hose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).

Within the same radius, you also detect the presence o f any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Paladin Feature Lvl. 1

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Lay On Hands

  • casting time 1 action
  • range Touch

  • components
  • duration

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest.
With that pool, 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, up to the maximum amount remaining in your pool.

Alternatively, 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, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Paladin Feature Lvl. 1

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