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Guiding Hand

  • casting time 1 minute
  • range 5ft

  • components V,,S
  • duration ,Concentration, up to 8hrs

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.,When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.,If you do not move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.,

Cleric 1st divination

Summon Celestial

  • casting time1 action
  • range90ft

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

a golden reliquary worth 500 gp

,You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.,The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you do noit issue any, it takes the Dodge action and uses its move to avoid danger.,At Higher Levels -When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell level appears in the stat block.

Cleric 5th conjuration

Motivational Speech

  • casting time1 min
  • range60ft

  • components,V
  • duration,1 hour

,Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.,At Higher Levels-When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.,

Cleric 3rd enchantment

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