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Light

  • casting time1 action
  • rangeTouch

  • componentsV,M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends,the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature,that creature must succeed on a Dexterity saving throw to avoid the spell.

Cleric, Evocation cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch,such as broken chain link,two halves of a broken key,a torn clack,or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension,you mend it,leaving no trace of the former damage.
This spell can physically repair a magic item or construct,but the spell can't restore magic to such an object.

Cleric, Transmutation cantrip

Sacred Flame

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).

Cleric, Evocation cantrip

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

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

Cleric (*)(Knowledge),, 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.

Cleric (*)(Knowledge),, 1st level Enchantment

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

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.

Cleric (*)(Life),, 1st level Evocation

Create or Destroy Water

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationInstantaneous

a drop of water if creating water or a few grains of sand if destroying it

You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively,the water falls as rain in a 30-foot cube within range,extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively,you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you create or destroy 10 additional gallons of water,or the size of the cube increases by 5 feet,for each slot level above 1st.

Cleric,, 1st level Transmutation

Guiding Bolt

  • casting time1 action
  • range120 feet

  • componentsV,S
  • duration1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit,the target takes 4d6 radiant damage,and the next attack roll made against this target before the end of your next turn has advantage,thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d6 for each slot level above 1st.

Cleric,, 1st level Evocation

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Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Cleric 1st level Evocation

Identify (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object,you learn its properties and how to use them,whether it requires attunement to use,and how many charges it has,if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell,you learn which spell created it.
If you instead touch a creature throughout the casting,you learn what spells,if any,are currently affecting it.

Cleric (Knowledge)(Forge) 1st level Divination

Inflict Wounds

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

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, 1st level Necromancy

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.

Cleric, 1st level Evocation

Continual Flame

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled

ruby dust worth 50 gp,which the spell consumes

A flame,equivalent in brightness to a torch,springs forth from an object that you touch. The effect looks like a regular flame,but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Cleric, 2nd level Evocation

Heat Metal

  • casting time1 action
  • range60 feet

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

a piece of iron and a flame

Choose a manufactured metal object,such as a metal weapon or a suit of heavy or medium metal armor,that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends,you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it,the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object,it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d8 for each slot above 2nd.

Cleric, 2nd level Transmutation

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.

Cleric 2nd level Enchantment

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

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 (*)(Life) 2nd level Abjuration

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

You touch a nonmagical weapon. Until the spell ends,that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the bonus increases to +2. When you use a spell slot of 6th level or higher,the bonus increases to +3.

Cleric (War)(Forge)(Arcana),, 2nd level Transmutation

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Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

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 2nd level Evocation

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage,and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Cleric 2nd level Illusion

Spiritual Weapon

  • casting time1 bonus action
  • range60 feet

  • componentsV,S
  • duration1 minute

You create a floating,spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell,you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit,the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn,you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher,the damage increases by 1d8 for every two slot levels above the 2nd.

Cleric (*)(War)(Life), 2nd level Evocation

Zone of Truth

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • duration10 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.

Cleric 2nd level Enchantment

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