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Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

a cup of water

A protective magical force surrounds you,manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points,the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Paladin (Conquest),, 1st level Abjuration

Command [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead,if it doesn't understand your language,or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so,the DM determines how the target behaves. If the target can't follow your command,the spell ends.
Approach: The target moves toward you by the shortest and most direct route,ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft,provided that it is able to do so. If it must move to stay aloft,it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can affect one

Paladin (*)(Crown)(Conquest),, 1st level Enchantment

Command [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Paladin (*)(Crown)(Conquest),, 1st level Enchantment

Compelled Duel

  • casting time1 bonus action
  • range30 feet

  • componentsV
  • durationConcentration,up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save,the creature is drawn to you,compelled by your divine demand. For the duration,it has disadvantage on attack rolls against creatures other than you,and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you,if it succeeds on this saving throw,this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature,if you cast a spell that targets a hostile creature other than the target,if a creature friendly to you damages the target or casts a harmful spell on it,or if you end your turn more than 30 feet away from the target.

Paladin (*)(Crown) 1st level Enchantment

Divine Favor

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends,your weapon attacks deal and extra 1d4 radiant damage on a hit.

Paladin, 1st level Evocation

Hunter's Mark

  • casting time1 bonus action
  • range90 feet

  • componentsV
  • durationConcentration,up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends,you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack,and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends,you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level,you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher,you can maintain your concentration on the spell for up to 24 hours.

Paladin (Vengeance), 1st level Divination

Searing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration,your weapon flares with white-hot intensity,and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends,the target must make a Constitution saving throw. On a failed save,it takes 1d6 fire damage. On a successful save,the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames,or if some other effect douses the flames (such as the target being submerged in water),the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.

Paladin, 1st level Evocation

Thunderous Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,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

Wrathful Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 1 minute

The next time you hit with a melee weapon attack during this spell's duration,your attack deals an extra 1d6 psychic damage. Additionally,if the target is a creature,it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action,the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Paladin 1st level Evocation

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Branding Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,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

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a small,straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns,the target can make another Wisdom saving throw. On a success,the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Paladin 2nd level Enchantment

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • duration1 hour

You touch a creature. If it is poisoned,you neutralize the poison. If more than one poison afflicts the target,you neutralize on 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.

Paladin, 2nd level Abjuration

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

a pair of platinum rings worth at least 50 gp each,which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you,it gains a +1 bonus to AC and saving throws,and it has resistance to all damage. Also,each time it takes damage,you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Paladin (Crown) 2nd level Abjuration

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