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3rd LEVEL Spirit Shroud

  • casting time 1 bonus action
  • range Self

  • components
  • duration Concentration, up to 1 minute

You call forth spirits of the dead, which lit around you for the spell’s duration. The spirits are intangible and invulnerable.

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, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t 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 damage increases by 1d8 for every two slot levels above 3rd.

Cleric Necromancy

LEVEL 5 Summon Celestial

  • casting time 1 action
  • range 90

  • components V, S, M (a golden reliquary worth at least 500 gp)
  • duration Concentration, up to 1 hour

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

The stats for the Celestial Spirit can be found on page 110 of Tasha's Cauldron of Everything

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell’s level appears in the stat block.

Cleric Conjuration

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