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Invoke the Amaranthine

  • casting time 10 min (special)
  • range Self (special)

  • components V, S, M, symbol
  • duration 24 hours

Holy Symbol of the Amaranthines

Grant yourself insight into the Great Rhythm that moves all things. When you cast this spell, roll two d20s, and record what you rolled. For each die, choose either attack roll, skill check, or saving throw. You can choose each option multiple times. For the next 24 hours, you may substitute any roll of an ally or enemy you can see within 60 feet with one of the recorded numbers that matches the type of roll you wish to replace (attack roll, skill check, or saving throw. You still add any relevant modifiers to this number, but otherwise treat the substituted number as the number they rolled.

During a reaction you can do this anytime after the skill check, saving throw or attack has been rolled, but before the outcome of the event has been determined. The spell ends after 24 hours have passed, or when both dice have been expended.

Cleric Divination

Stellar Bodies

  • casting time 1 action
  • range Special

  • components V, S
  • duration 1 minute

(n/a) Create two small stars that orbit you. They shed dim light in a 10-foot radius centered on you and protect you. If a creature within 5 feet of you hits you with a melee attack they must make a Wisdom saving throw or take 1d8 points of radiant damage for each star orbiting you.

Once per round, on your turn, you may use your action to cause a star to streak towards an enemy, expending it as it explodes in a blinding flash. Make a ranged spell attack against an enemy within 120 feet, dealing 4d8 points of radiant damage on a hit. The target must then make a Constitution saving throw or be blinded until the start of your next turn.

The spell ends when it expires, you fall unconscious, or you have expended all stars.

Cleric Transmutation

Shape Plants

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instant (special)

(n/a) Use to alter the growth of plants. Any plant life you can see that fits within a 5-foot cube can take on whatever shape you desire. If the plant has thorns, you may turn the affected area into difficult terrain, causing 2d4 points of piercing damage for every 5 feet moved through the area. You may also increase or decrease the number of flowers, vines, leaves, thorns, branches, or fruits produced by any plant you shape.

After 1 hour, the magic of your spell fades, and the plant resumes its normal shape. If you can use speak with plants to communicate with the plant, you may persuade it to retain its new form. If the form is too different from its natural shape it is likely to decline. At the GM’s discretion, it may retain theform you have sculpted it into and then becomes permanent.

Cleric Transmutation

Elevated Sight

  • casting time 1 action
  • range Self

  • components V, S
  • duration Cont, up to 1 min.

(n/a) You cast your eyes skyward, granting you sight from a higher vantage point. You project your vision to see through an invisible sensor which appears in a spot up to 120 feet above you. You can see through the sensor as if you were flying, granting a full 360 degree view from its location.

The sensor moves with you, retaining its height in
relation to you. You can use a bonus action to adjust the sensor’s height, but only to a maximum of 120 feet above you.

While looking through this sensor you are blind, though you can switch between seeing through the sensor or through your own eyes at any time during your turn.

Cleric Divination

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