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Sword

  • casting time 1 Action
  • range 5 ft

  • components Weapon
  • duration 1/Action

Rapier: +6 to hit , 1d8+6 piercing damage

Shortsword: +6 to hit , 1d6+6 slashing
Longsword: +3 to hit , 1d8+3 slashing
Unarmed Strike: +3 to hit , 2 bludgeoning

Attack Action

Guided Strike

  • casting time Free
  • range Self

  • components Channel Divinity
  • duration 1 Attack

You can expend a use of your Channel Divinity to guide your hand.

When you make an attack roll, you can use Channel Divinity to gain a +10 bonus to hit.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Paladin Ability

Conquering Presence

  • casting time 1 Action
  • range 30 ft

  • components Channel Divinity
  • duration 1 Minute

You can expend a use of your Channel Divinity to exude a terrifying presence.

As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute.

The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Paladin Ability

Harness Divine Power

  • casting time Bonus Action
  • range Self

  • components Channel Divinity
  • duration 1/Long Rest

You can expend a use of your Channel Divinity to fuel your spells.

As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest.


Paladin Ability

Divine Smite

  • casting time Free
  • range Melee

  • components Spell Slots
  • duration 4/Long Rest

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage.

The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

1st level slot: Add 2d8 radiant damage.
2nd level slot: Add 3d8 radiant damage.
3rd level slot: Add 4d8 radiant damage.
4th level slot: Add 5d8 radiant damage.

Fiend/Undead: Add extra 2d8 radiant damage

Paladin Ability

Divine Sense

  • casting time 1 Action
  • range 60 ft

  • components
  • duration 4/Long Rest

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.

As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Paladin Ability

Lay on Hands

  • casting time 1 Action
  • range Touch

  • components
  • duration 15 HP/Long Rest

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Paladin Ability

Minor Illusion

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion ends if you dismiss it as an action or cast this spell again.

If you create a sound, volume can range from a whisper to a scream. It can be any sound you choose. The sound is continuous or you can make sounds at different times for the duration.

If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.

If a creature uses its action to examine the sound or image, they can determine that it is an illusion with an Investigation check against your spell save DC.

High Elf Cantrip

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