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Word of Radiance

  • casting time 1 action
  • range 5 feet

  • components V,M
  • duration Instantaneous

A holy symbol

You utter a divine word, a nd burning radiance e rupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take ld6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Cleric (WGE) Evocation cantrip

Power Word Heal

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

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 (TCE) 9th level Evocation

Sunburst

  • casting time 1 action
  • range 150 feet

  • components V,S,M
  • duration Instantaneous

Fire and a piece of sunstone

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 1 2d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.

Cleric (TCE) 8th level Evocation

Sunbeam

  • casting time 1 action
  • range Self (60ft line)

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

A magnifying glass

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

Cleric 6th level Evocation

Summon Celestial

  • casting time 1 action
  • range 90ft

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

A golden reliquary worth at least 500gp

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.

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

Cleric (TCE) 5th level Conjuration

Aura of Purity

  • casting time 1 action
  • range Self (30ft radius)

  • components V
  • duration Concentration, 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 (TCE) 4th level Abjuration

Aura of Life

  • casting time 1 action
  • range Self (30ft radius)

  • components V
  • duration Concentration, up to 10 minutes

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

Cleric (TCE) 4th level Abjuration

Spirit Shroud

  • casting time 1 bonus action
  • range Self

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

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangiable and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10ft 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 10ft of you has its speed reduced by 10ft until the start of your next turn.

At higher levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Cleric 3rd level Necromancy

Aura of Vitality

  • casting time 1 action
  • range Self (30ft radius)

  • components V
  • duration Concentration, 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 (TCE) 3rd level Evocation

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Find Familiar (Ritual) [3/3]

  • casting time 1 hour
  • range 10 feet

  • components V,S,M
  • duration Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumes by fire in a brass brazier

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack
modifier for the roll.

1st level Conjuration

Find Familiar (Ritual) [1/3]

  • casting time 1 hour
  • range 10 feet

  • components V,S,M
  • duration Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumes by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) i nstead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

1st level Conjuration

Find Familiar (Ritual) [2/3]

  • casting time 1 hour
  • range 10 feet

  • components V,S,M
  • duration Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumes by fire in a brass brazier

While your familiar is within 100 feet of you, you
can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your
familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

1st level Conjuration

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