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TURN THE FAITHLESS

  • casting time 1 action
  • range 30 feet

  • components N/A
  • duration 1 minute

You present your holy Symbol and speak a prayer censuring Fiends and Undead, using your Channel Divinity. Each fiend or Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting or other effect, that form is revealed while it is turned.

Paladin

NATURE'S WRATH

  • casting time 1 action
  • range 10 feet

  • components N/A
  • duration Unknown

You can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a strength or dexterity saving throw (it's choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of it's turns. On a success, it frees itself and the vines vanish.

Paladin 3rd level Divinity

AURA OF PROTECTION

  • casting time N/A
  • range 10 feet

  • components N/A
  • duration N/A

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Paladin

BRANDING SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, 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.

Paladin 2nd level Evocation

SHIELD OF FAITH

  • casting time 1 bonus action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Paladin 1st level Abjuration

HEROISM

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Paladin 1st level Enchantment

THUNDEROUS SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Paladin 1st level Evocation

MOONBEAM

  • casting time 1 action
  • range 120 feet

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

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

Paladin

EXTRA ATTACK

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

You can Attack twice, instead of once, whenever you take the Attack action on your turn.

Paladin

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DIVINE HEALTH

  • casting time N/A
  • range Self

  • components N/A
  • duration Instantaneous

AKA Divine Magic

By 3rd level, the Divine Magic flowing through you makes you immune to disease.

Paladin

DIVINE SMITE

  • casting time N/A
  • range N/A

  • components N/A
  • duration Instantaneous

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.

Paladin

PROTECTION

  • casting time N/A
  • range 5 feet

  • components N/A
  • duration N/A

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Paladin

LAY ON HANDS

  • casting time N/A
  • range Self/ Touch

  • components N/A
  • duration N/A

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 x 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 neutralize one 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.

Paladin

DIVINE SENSE

  • casting time 1 action
  • range 60 feet

  • components N/A
  • duration Until end of next turn

As an action you can open your awareness to detect good or evil forces. 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. 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

ZONE OF TRUTH

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Warlock 2nd level Enchantment

CURE WOUNDS

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Warlock 1st level Evocation

MISTY STEP

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Warlock 2nd level Conjuration

SPEAK WITH ANIMALS (RITUAL)

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Ranger 1st level Divination

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ENSNARING STRIKE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Ranger 1st level Conjuration

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