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Otherworldly Form [2/2]

  • casting time 1 action
  • range Self

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

An object engraved with a symbol of the Outer Planes, worth at least 500 gp.

You have a +2 bonus to AC.

All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks

Cleric (UA) 6th level Transmutation

Otherworldly Form [1/2]

  • casting time 1 action
  • range Self

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

An object engraved with a symbol of the Outer Planes, worth at least 500 gp.

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).

You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).

Spectral wings appear on your back, giving you a flying speed of 40 feet.

Cleric (UA) 6th level Transmutation

Motivational Speech

  • casting time 1 minute
  • range 60 feet

  • 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 (AI) 2rd level Enchantment

Incite Greed

  • casting time 1 action
  • range 30 feet

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

A gem worth at least 50 gp.

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Cleric (AI) 3rd level Enchantment

Fast Friends [2/2]

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Cleric (AI) 3rd level Enchantment

Fast Friends [1/2]

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

Cleric (AI) 3rd level Enchantment

Guiding Hand (Ritual)

  • casting time 1 minute
  • range 5 feet

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

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 don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Cleric (UA) 1st level Divination

Virtue

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 round

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Cleric (UA) Abjuration cantrip

Hand of Radiance

  • casting time 1 action
  • range 5 feet

  • components V, S
  • duration Instananeous

You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.

At Higher Levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Cleric (UA) Evocation Cantrip

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Decompose

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 minute

You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition.

Cleric (CR/HB) Necromancy Cantrip

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