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Resistance

  • casting time1 action
  • rangeTouch

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

a miniature cloak

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 the saving throw. The spell then ends.

Cleric Abjuration cantrip

Warding Flare

  • casting time1 reaction
  • range30 feet

  • componentsDF
  • durationInstantaneous

At 1st level, when you are attacked by a creature within 30 ft of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune.

You can use this feature a number of times equal to your Wisdom modifier (min 1). You regain all uses when you finish a long rest.

At 6th level, you can also use your Warding Flare when a creature that you can see within 30 ft of you attacks another creature.

Cleric (Light) Light Cleric Feature

Spare the Dying

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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 cantrip

Toll the Dead

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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 ld8 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 (XGE) Necromancy cantrip

Turn Undead

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 minute

You present your holy symbol and speak a prayer censuring the undead. Each 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 undil it takes any 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 only use 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.

Destroy Undead: When an undead fails its saving throw against your Turn Undead, the creature is instantly destroyed if its challenge rating is at or below the following:

Cleric Level / Detroys Undead of CR
5th - 1/2 or lower
8th - 1 or lower
11th - 2 or lower
14th - 3 or lower
17th - 4 or lower

Cleric Channel Divinity

Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 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.

Reaper: When you cast a necromancy cantrip that normally targets only one creature,the spell can instead target two creatures within range and within 5 feet of each other.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cleric (Death) Necromancy cantrip

Radiance of the Dawn

  • casting time1 action
  • rangeSelf

  • componentsDF
  • durationInstantaneous

At 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 ft of you is dispelled. Each hostile creature within 30 ft of you makes a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Cleric (Light) Channel Divinity

Turn Undead

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 minute

You present your holy symbol and speak a prayer censuring the undead. Each 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 undil it takes any 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 only use 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.

Destroy Undead: When an undead fails its saving throw against your Turn Undead, the creature is instantly destroyed if its challenge rating is at or below the following:

Cleric Level / Detroys Undead of CR
5th - 1/2 or lower
8th - 1 or lower
11th - 2 or lower
14th - 3 or lower
17th - 4 or lower

Cleric Channel Divinity

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