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Vampiric Touch

  • casting time 1 Action
  • range Self

  • components Verbal/ Samatic
  • duration up to 1 min, Con

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Cleric Necromancy

Revivify

  • casting time 1 Action
  • range Touch

  • components Verbal/ Samatic
  • duration Instant

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, nor can it restore any missing body parts.

Cleric Necromancy

Ray of Enfeeblement

  • casting time 1 Action
  • range 60 ft.

  • components Verbal/ Samatic
  • duration up to 1 min, Con

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Cleric Necromancy

Protection from poison

  • casting time 1 Action
  • range Touch

  • components Verbal/ Samatic
  • 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 one 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 Abjuration

Prayer of Healing

  • casting time 10 min
  • range 30 ft.

  • components Verbal
  • duration Instant

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Cleric Evocation

Lesser Restoration

  • casting time 1 Action
  • range Touch

  • components Verbal/ Samatic
  • duration Instant

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

Cleric Abjuration

Blindness/Deafness

  • casting time 1 Action
  • range 30 ft.

  • components Verbal
  • duration 1 min

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Cleric Necromancy

Ray Of Sickness

  • casting time 1 Action
  • range 60 ft.

  • components Verbal/ Samatic
  • duration Instant

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 Necromancy

Purify Food and Drink

  • casting time 1 Action
  • range 5 ft. Radius

  • components Verbal/ Samatic
  • duration Instant

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Cleric Transmutation

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Inflict Wounds

  • casting time 1 Action
  • range Touch

  • components Verbal/ Samatic
  • duration Instant

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Cleric Necromancy

False Life

  • casting time 1 Action
  • range Self

  • components Verbal/ Samatic
  • duration 1 Hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Cleric Necromancy

Detect Poison and Disease

  • casting time 1 Action
  • range Self/ 30 ft.

  • components Verbal/ Samatic
  • duration up to 10 min, Con

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 it 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 Divination

Toll The Dead

  • casting time 1 Action
  • range 60 ft.

  • components Verbal/ Samatic
  • duration Instant

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Cleric Necromancy

Spare The Dying

  • casting time 1 Action
  • range Touch

  • components Verbal/ Samatic
  • duration Instant

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

Resistance

  • casting time 1 Action
  • range Touch

  • components Verbal/ Samatic
  • duration up to 1 minute, Con

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 making the saving throw. The spell then ends.

Cleric Abjuration

Chill Touch

  • casting time 1 Action
  • range 120 ft.

  • components Verbal/ Samatic
  • duration 1 Round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cleric Necromancy

Call Of The Swarm

  • casting time 1 Action
  • range 5 Ft

  • components Verbal
  • duration Instant

You utter a demonic call, and a swarm of rats are released from your own shadow. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 necrotic damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Cleric Evocation

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