Level from: to








custom background URL

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Guidance

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 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 Divination cantrip

Poison Spray

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 2d12 poison damage.

Cleric Conjuration cantrip

Resistance

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

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 the saving throw. The spell then ends.

Cleric Abjuration cantrip

Spare the Dying

  • casting time 1 action
  • range Touch

  • components V, S
  • 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.

Cleric Necromancy cantrip

Thaumaturgy

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
** Your voice booms up to three times as loud as normal for 1 minute.
** You cause flames to flicker, brighten, dim, or change color for 1 minute.
** You cause harmless tremors in the ground for 1 minute.
** You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
** You instantaneously cause an unlocked door or window to fly open or slam shut.
** You alter the appearance of your eyes for 1 minute.
   If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Cleric Transmutation cantrip

Animal Friendship

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 24 hours

A morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
  At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can affect 1 additional beast for each slot level above 1st.

Cleric 1st level Enchantment

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Cleric 1st level Evocation

Detect Poison and Disease

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

A yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Cleric 1st level Divination

Ray of Sickness

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Cleric 1st level Necromancy

0 0
0 0
0 0
0 0
0 0
1 1
1 1
1 1
1 1

Lesser Restoration

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and can end either 1 disease or 1 condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Cleric 2nd level Abjuration

Protection from Poison

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
   For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Cleric 2nd level Abjuration

Web [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

A bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
   If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
   Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
   A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
   The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that

Cleric 2nd level Conjuration

Web [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

A bit of spider web

starts its turn in the fire.

Cleric 2nd level Conjuration

Conjure Animals

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 hour

You summon 2 fey spirits that take the form of giant spiders and appear in unoccupied spaces that you can see within range.
   Each spider is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
   The summoned spiders are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
   At Higher Levels: When you cast this spell using a 5th-level spell slot, you summon 4 giant spiders instead of 2.

Cleric 3rd level Conjuration

Dispel Magic

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Choose any 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. 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.

Cleric 3rd level Abjuration

Divination (Ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
   The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
   If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Cleric 4th level Divination

Freedom of Movement

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

A leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, 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, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Cleric 4th level Abjuration

Insect Plague

  • casting time 1 action
  • range 300 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

A few grains of sugar, some kernels of grain, and a smear of fat

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.
   When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.

Cleric 5th level Conjuration

2 2
2 2
2 2
2 2
3 3
3 3
4 4
4 4
5 5

Mass Cure Wounds

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

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 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Cleric 5th level Evocation

5 5