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Augury

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M($)
  • durationInstantaneous

specially marked sticks, bones, or similar tokens worth >=25 gp

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Cleric 2nd-level divination (ritual)

Borrowed Knowledge

  • casting time1 action
  • rangeSelf

  • componentsV, S, M($)
  • duration1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill.
The spell ends early if you cast it again.

Cleric 2nd-Level Divination

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 the 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.

Cleric 2nd-level abjuration

Aura of Vitality

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you.
You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Cleric 3rd-level evocation

Spirit Shroud

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

TCE 3rd-level necromancy

Aura of Life

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius.
Until the spell ends, the aura moves with you, centered on you.
Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

aura vitae 4th-level abjuration

Aura of Purity

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius.
Until the spell ends, the aura moves with you, centered on you.
Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

aura puritatis 4th-level abjuration

Divination

  • casting time1 action
  • rangeSelf

  • componentsV, S, M($, C)
  • durationInstantaneous

incense and a sacrificial offering appropriate to your religion, together worth at least 25gp, which the spell consumes

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days.
The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

PHB 4th-level divination (ritual)

Summon Celestial

  • casting time1 action
  • range90 feet

  • componentsV, S, M($)
  • durationConcentration, up to 1 hour

a golden reliquary worth at least 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's 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 don't 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 wherever the spell's level appears in the stat block.

L11 Cleric stats
Defender:
AC18 HP40 fly40 2xMelee: d10+8, eachHitGivesD10tempHPwithin10'ofTarget
Avenger: -2AC,2d6+7non-healingLongbow

TCE 5th-Level Conjuration

2 2
2 2
2 2
3 3
3 3
4 4
4 4
4 4
5 5

Forbiddance

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M($)
  • duration1 day

holy water, rare incense, and powdered ruby 1000+ gp

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals to enter. The spell proofs the area against planar travel, and therefore prevents access by way of the Astral, Ethereal, Feywild, Shadowfell, or the plane shift spell.
The spell damages types of creatures that you choose when you cast it. One or more of: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage.
When you cast this spell, you can designate a password; if that creature enters the area it takes no damage.
The spell's area can't overlap with the area of another forbiddance spell.
If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

PHB 6th-level abjuration (ritual)

Sunbeam

  • casting time1 action
  • rangeSelf (60-foot line)

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

a magnifying glass

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell.
Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

lumine solis 6th-level evocation

6 6
6 6