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SCRYING

  • casting time 10 min
  • range Self

  • components V, S, M
  • duration Concentration 10 min

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you choose on the same plane of existence. The target must make a WIS save, modified by how well you know the target and the physical connection you have. They can fail the save voluntarily if it wants to be observed.
Knowledge (Save Modifier)
Secondhand (+5) Firsthand (+0) Familiar (-5)
Connection (Save Modifier)
Likeness or picture (-2) Possession or garment (-4) Body part, lock of hair, bit of nail, or the like (-10)
On a success, target isn't affected, and you can't use this spell against it again for 24 hrs.
On a fail, spell creates an invisible sensor within 10 ft of the target. You can see and hear through the sensor as if you were there. Sensor moves with target, remaining within 10 ft for duration. A creature that can see invisible objects sees the sensor as a luminous orb the size of your fist. Instead of a creature, you can choose a location you have seen before as the target. The sensor appears at that location and doesn't move.

Light Cleric lvl 9 Level 5 Divination

FIREBALL

  • casting time 1 action
  • range 150 ft

  • components V, S, M
  • duration Instant

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Light Cleric lvl 5 Level 3 Evocation

DAYLIGHT

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instant

(holy symbol) A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Light Cleric lvl 5 Level 3 Evocation

DAYLIGHT

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration 1 hour

(holy symbol) A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Light Cleric lvl 5 Level 3 Evocation

SCORCHING RAY

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instant

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

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

Light Cleric lvl 3 Level 2 Evocation

FLAMING SPHERE

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration Concentration 1 min

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Light Cleric lvl 3 Level 2 Conjuration

FAERIE FIRE

  • casting time 1 action
  • range 60 ft

  • components V
  • duration Concentration 1 min

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Light Cleric lvl 1 Level 1 Evocation

CLERIC of the LIGHT

  • casting time
  • range

  • components
  • duration

WARDING FLARE
At 1rst level, interpose divine light between you and an attack. When attacked by a creature within 30 feet of you that you can see, use reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

IMPROVED FLARE
At 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

POTENT SPELLCASTING
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Light Cleric Light Domain Feature

Channel Divinity: TURN UNDEAD

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration 1 min

holy symbol

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Cleric Level 2 Domain

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Channel Divinity: Harness Divine Power

  • casting time 1 bonus action
  • range Self

  • components V, M
  • duration Instant

holy symbol

You can expend a use of your Channel Divinity to fuel your spells.

As a Bonus Action, you may touch your Holy Symbol, utter a prayer and regain 1 expended 1st-level spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once, 6th level, twice, and 18th level, thrice. You regain all expended uses when you finish a long rest.

Cleric (TCE) Level 2 Domain

Channel Divinity: RADIANCE of the DAWN

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration Instant

holy symbol

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Light Cleric lvl 2 Level 2 Domain

CORONA of LIGHT

  • casting time 1 action
  • range 60 ft

  • components
  • duration 1 min

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Light Cleric lvl 17 Level 17 Domain

LIGHT

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

a firefly or phosphorescent moss

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.

Light Cleric Evocation cantrip

BURNING HANDS

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instant

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Light Cleric lvl 1 Level 1 Evocation

GUARDIAN of FAITH

  • casting time 1 action
  • range 30 ft

  • components V
  • duration 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Light Cleric lvl 7 Level 4 Conjuration

WALL of FIRE

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration Concentration 1 min

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Light Cleric lvl 7 Level 4 Evocation

FLAME STRIKE

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration Instant

pinch of sulfur

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Light Cleric lvl 9 Level 5 Evocation

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