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M;1 hour;(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends

  • casting time that creature must succeed on a Dexterity saving throw to avoid the spell. ;Cleric
  • range

Bard the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature

S

  • casting time up to 1 minute;(a sprinkling of holy water)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends
  • range the target can roll a d4 and add the number rolled to the attack roll or saving throw.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components you can target one additional creature for each slot level above 1st. ;Cleric (*)(Life)
  • duration

Bard M;Concentration

S;Instantaneous;Make a melee spell attack against a creature you can reach. On a hit

  • casting time the damage increases by 1d10 for each slot level above 1st. ;Cleric
  • range

Bard the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Cleric (*)(Life)

Bard deafened

S;Concentration

  • casting time each target has advantage on Wisdom saving throws and death saving throws
  • range and regains the maximum number of hit points possible from any healing.;Cleric (*)(Life)

Bard up to 1 minute;This spell bestows hope and vitality. Choose any number of creatures within range. For the duration

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Cleric (*)(Life)(Grave)

Bard M;Instantaneous;(diamonds worth 300 gp

S

  • 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. ;Cleric (*)(War)

Bard M;1 hour;(a leather strap

or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. ;Cleric (*)(Light)(Life)

Bard

0;Light;Evocation cantrip;1 action;Touch;V 0;Light;Evocation cantrip;1 action;Touch;V
1;Bless;1st level Enchantment ;1 action;30 feet;V 1;Bless;1st level Enchantment ;1 action;30 feet;V
1;Inflict Wounds;1st level Necromancy;1 action;Touch;V 1;Inflict Wounds;1st level Necromancy;1 action;Touch;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
3;Beacon of Hope;3rd level Abjuration;1 action;30 feet;V 3;Beacon of Hope;3rd level Abjuration;1 action;30 feet;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save