Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Prepare Spells

  • casting timeCan prepare a new spell at the end of a long rest
  • rangePrayer and meditation

  • components1 minute per spell level
  • duration

Prepare: [Level(15)] + [WIS(5)] = 18 spells

Cantrips and the 10 Light Domain spells do not count.

Hands and using spell components:
• Somatic - with Holy symbol on shield you still must have a free hand for most casting, or just move the non-shield thing to the shield hand for the casting. With Warcaster, either hand may provide somatic.
• Material - if the material component has no cost and is not consumed then shield hand may provide the material component
• - otherwise, only a free hand may provide the material component.

Cleric

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+5), and 17th level (4d8).

Potent Spellcasting: add spellcasting modifier to cantrip damage.

Cleric Evocation cantrip

Resistance

  • casting time1 action
  • rangeTouch

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

a miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Cleric Abjuration cantrip

Summon Celestial

  • casting time1 action
  • range90 feet

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

a golden reliquary worth at least 500 gp

You call forth a celestial spirit. It manifests in an angelic form(eg: alicorn, solar) 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.

When cast@L5, can heal 2d8+5 1/day
Defender: AC18 HP40 fly40 3xMelee: d10+3+L, eachHitGivesD10tempHPin10'ofTarget
Avenger: -2AC,3xRanged 2d6+7longbow;CR==L

TCE oculi Dei custodibus 5th-Level Conjuration

Antimagic Field [1/2]

  • casting time1 action
  • rangeSelf (10' radius sphere)

  • componentsV, S, M(powdered iron or iron filings)
  • durationConcentration, up to 1 hr

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile, that target a creature or an object in the sphere have no effect.
Areas of Magic. The area of another spell or magical effect, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. A magic weapon's

PHB 8th-level abjuration

Antimagic Field [2/2]

  • casting time1 action
  • rangeSelf (10' radius sphere)

  • componentsV, S, M(powdered iron or iron filings)
  • durationConcentration, up to 1 hr

properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

PHB 8th-level abjuration

Control Weather

  • casting time10 minutes
  • rangeSelf (5-mile radius)

  • componentsV, S, M
  • durationConcentration, up to 8 hours

burning incense and bits of earth and wood mixed in water

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again.

When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

PHB 8th-level transmutation

Earthquake [1/2]

  • casting time1 action
  • range500 feet

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

a pinch of dirt, a piece of rock, and a lump of clay

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on DM and the terrain in the area.
Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, spanning the

PHB 8th-level evocation

Earthquake [2/2]

  • casting time1 action
  • range500 feet

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

a pinch of dirt, a piece of rock, and a lump of clay

area. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DC is depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

PHB 8th-level evocation

0 0
0 0
0 0
5 5
8 8
8 8
8 8
8 8
8 8

Holy Aura

  • casting time1 action
  • rangeSelf

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

a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends.
In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

PHB 8th-level abjuration

Sunburst

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

fire and a piece of sunstone

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. 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. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.

PHB 8th-level evocation

Potions & Kits

  • casting timeSingle use as an action or bonus action
  • rangeTouch

Potions:

• Potion of Speed (haste) 5x

• Potion of Greater Healing (heal 4d4+4 (20))

• Potion of Hill Giant Strength (str = 21, 1hr)

• Potion of Evasion (adv on dex saves, 1hr)

• Healer's Kit (auto stabilize at 0hp) 10x

PHB

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

PHB Transmutation cantrip

8 8
8 8
0 0
0 0