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Avenging Angel

  • casting time 1 action
  • range Self

  • components -
  • duration 1 hour

You undergo a transformation, assuming the form of an angelic avenger.

For 1 hour, you gain the following benefits:

• Wings sprout from your back and grant you a flying speed of 60 feet.

• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeeded on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once you use this feature, you can't use it again until you finish a long rest

Paladin (Vengeance) 20th level Oath Feature

Soul of Vengeance

  • casting time 1 reaction
  • range -

  • components -
  • duration Instantaneous

The authority with which you speak your Vow of Enmity gives you greater power over your foe.

When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Paladin (Vengeance) 15th level Oath Feature

Relentless Avenger

  • casting time 1 reaction
  • range -

  • components -
  • duration Instantaneous

Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction.

This movement doesn't provoke opportunity attacks.

Paladin (Vengeance) 7th level Oath Feature

Cleansing Touch

  • casting time 1 action
  • range Touch

  • components -
  • duration Instantaneous

You touch one willing creature, or yourself, and end one spell effecting that target.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

You regain expended uses when you finish a long rest.

Paladin 11th level Innate Feature

Aura of Courage

  • casting time constant effect
  • range 10 feet/ 30 feet

  • components -
  • duration Instantaneous

You and friendly creatures within 10 feet of you can't be frightened.

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

You must be conscious to grant this bonus.

Paladin 10th level Innate Feature

Aura of Protection

  • casting time constant effect
  • range 10 feet/ 30 feet

  • components -
  • duration Instantaneous

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).

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

You must be conscious to grant this bonus.

Paladin 6th level Innate Feature

Improved Divine Smite

  • casting time constant effect
  • range -

  • components M
  • duration Instantaneous

Melee weapon

You are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

Paladin 11th level Innate Feature

Vow of Enmity

  • casting time bonus action
  • range 10 feet

  • components V
  • duration 1 minute

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious

Paladin (Vengeance) Channel Divinity

Abjure Enemy

  • casting time 1 action
  • range 60 feet

  • components V, M
  • duration 1 minute

Holy symbol

As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened,the creature's speed is 0, and It can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage

Paladin (Vengeance) Channel Divinity

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Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

Free hand

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels - two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock Evocation cantrip

Green-Flame Blade

  • casting time1 action
  • range5 feet

  • componentsV, M
  • duration1 round

Melee weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it.

The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Warlock (SCAG) Evocation cantrip

Healing Elixir

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • duration24 hours

Alchemist supplies

You create a healing elixir in a simple vial that appears in your hand.

The elixir retains its potency for the duration or until it is consumed, at which point the vial vanishes.

As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

Warlock (UA) 1st-level conjuration

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.

It can roll the die before or after making the ability check. The spell then ends.

Druid Divination cantrip

Green-Flame Blade

  • casting time1 action
  • range5 feet

  • componentsV, M
  • duration1 round

Melee weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects & 1d8 fire, than the green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it.

The second creature takes fire damage equal to 1d8 + your spellcasting ability modifier.

Both damage rolls increase by 1d8 at 11th level and 17th level.

Warlock (SCAG) 5th level Evocation cantrip

Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

Free hand

Two beams of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels - three beams at 11th level, and four beams at 17th level.

You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock 5th level Evocation cantrip

Divine Sense

  • casting time1 action
  • rangeSelf

  • components
  • duration Instantaneous

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 (the Vampire Count Strahd von Zarovich, for instance). 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.

Warlock Basic Innate Feature

Lay on Hands

  • casting time1 action
  • rangeTouch

  • components
  • duration Instantaneous

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.

This feature has no Effect on Undead and Constructs.

Warlock Basic Innate Feature

Divine Smite

  • components M
  • duration Instantaneous

Melee weapon

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 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.

Warlock Basic Innate Feature

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