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CHANNEL DIVINITY: TOUCH OF DEATH

  • casting time Special
  • range 5 feet

  • components -
  • duration Instantaneous

(Attack/Save: CON 12. Damage: 2d8 poison) Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch.

When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice their cleric level.

Cleric Trait

FALSE LIFE

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

Regain 1d4+9 temp hit points

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Cleric Necromancy

RAY OF SICKNESS

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

(Attack/Save: CON 12. Damage: 2d8 poison) A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Cleric Necromancy

CHILL TOUCH

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

(Attack/Save: DEX 12. Damage: 1d8) 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.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cleric Necromancy Cantrip

SLEEP

  • casting time 1 action
  • range 90 feet (20ft radius)

  • components V, S, M
  • duration 1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Cleric Enchantment

BLINDNESS/DEAFNESS

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 1 minute

(Attack/Save: CON 12) You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Cleric Necromancy

RAY OF ENFEEBLEMENT

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

(Attack/Save: CON 12) A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Cleric Necromancy

LIGHT

  • casting time 1 action
  • range Touch (20 ft range)

  • components V, M
  • duration 1 hour

Attack/Save: DEX 12

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

SPARE THE DYING

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

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

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