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Divine Smite

  • casting time Instant
  • range 5m

  • components V,S
  • duration instant

(Class Feature) Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one 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 of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Paladin Evocation

Lay on Hands

  • casting time Instant
  • range Touch

  • components V,S
  • duration Instant

(Class Feature) 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 × 5.

As an action, 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 of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Paladin Abjuration

Divine Sense

  • casting time Instant
  • range 60

  • components V,S
  • duration Instant

(Class Feature) The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of 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 Evocation

Fighting style - Dueling

  • casting time Passive
  • range self

  • components passive
  • duration Passive

(Class Feature) At 2nd level, you adopt a style of fighting as your specialty.

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.

Paladin Passive

Spellcasting

  • casting time
  • range

  • components
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(Class Feature) Preparing:
You prepare the list of paladin spells that are available for you to cast. Choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down

Spellcasting Ability:
Charisma is your spellcasting ability for your paladin spells You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

You can use a holy symbol as a spellcasting focus for your paladin spells.

Paladin Passive

Divine Health

  • casting time Passive
  • range Self

  • components
  • duration Passive

(Class Feature) By 3rd level, the divine magic flowing through you makes you immune to disease.

Paladin

Aura of Protection

  • casting time Passive
  • range 10

  • components
  • duration Passive

(Class Feature) Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Paladin

Turn the Unholy

  • casting time Action
  • range 30

  • components V,S,M
  • duration 1 minute

Channel Divinity - Oath of Devotion

As an action, 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 its saving throw, 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 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.

Paladin

Sacred Weapon

  • casting time Action
  • range Self

  • components
  • duration 1 minute

(Channel Divinity - Oath of Devotion) As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, 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 weapon, or if you fall unconscious, this effect ends.

Paladin

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Aura of Devotion

  • casting time Passive
  • range 10

  • components
  • duration Passive

(Channel Divinity - Oath of Devotion) Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Paladin

Oath of Devotion

  • casting time
  • range

  • components
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(Sacred Oath) Honesty: Don’t lie or cheat. Let your word be your promise.

Courage: Never fear to act, though caution is wise.

Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Paladin

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