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Guiding Hand (ritual)

  • casting time1 minute
  • range5 feet

  • componentsV, S
  • durationConcentration, up to 8 minutes

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration,but it disappears if you teleport or you travel to a different plane of existence.
When the hand appears,you name one major landmark,Such as a city,mountain,castle,or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence,the spell fails. Otherwise,whenever you move toward the hand,it moves away from you at the same speed you moved,and it moves in the direction of the landmark,always remaining 5 feet away from you.
If you dont move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Cleric, 1st level Divination

Wrathful Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Cleric,, 1st level Evocation

Branding Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Cleric, 2nd level Evocation

Aura of Vitality

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Cleric 3rd level Evocation

Incite Greed

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration Concentration,up to 1 minute

a gem worth at least 50 gp

When you cast this spell ,you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends,or until you or your companions do anything harmful to it. While charmed in this way,a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns,an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Cleric, 3rd level Enchantment

Spirit Shrould

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

You call forth spirits of the dead,which flit around you for the spells duration. The spirits are intangible and invulnerable,and they are good or evil (your choice). Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage cant regain hit points until the start of your next turn.
In addition,any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels.:When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.

Cleric, 3rd level Necromancy

Aura of Life

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Cleric 4th level Abjuration

Aura of Purity

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Cleric, 4th level Abjuration

Summon Celestial Spirit

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • duration Concentration,up to 1 hour

a golden reliquary worth at least 500gp

You call forth a spirit from the Upper Planes. The spirit manifests physically in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block below. When you cast the spell,choose Avenger or Defender. Your choice determines the creatures attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spells duration. In combat,the creature shares your initiative count,but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you dont issue any, it defends itself but otherwise takes no action.
At Higher Levels.: When you cast this spell using a spell slot of 6th level or higher,the creature assumes the higher level for that casting wherever it uses the spells level in its stat block.

Cleric,, 5th level Conjuration

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Otherworldly Form

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration Concentration,up to 1 minute

an object engraved with a symbol of the Outer Planes, worth at least 500 gp

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
•You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
•You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
•Spectral wings appear on your back,giving you a flying speed of 40 feet.
•You have a +2 bonus to AC.
•All your weapon attacks are magical,and when you make a weapon attack,you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
•You can attack twice,instead of once,when you take the Attack action on your turn. You ignore this benefit if you already have a feature,like Extra Attack, that gives you extra attacks.

Cleric,, 6th level Transmutation

Power Word: Heal

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneuos

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed,frightened,paralyzed,or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Cleric, 9th level Evocation

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