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Merqua Poisoning

  • casting time Action
  • range 30 feet

  • components V, S, M*
  • duration Instantaneous

*a small amount of merqua in a lead-lined container

A creature that you can see in range must succeed a Constitution saving throw or take 3d8 necrotic damage and suffer from merqua poisoning for 1 minute. If it succeeds,the creature takes half as much damage and does not suffer merqua poisoning.

A creature that suffers merqua poisoning must expend and roll a Hit Die at the start of each of its turns, taking necrotic damage equal to the result of the roll. If a creature has merqua poisoning and no Hit Die, it is stunned until the start of its next turn instead. A creature suffering from merqua poisoning can make a Constitution saving throw at the end of each of its turns, ending the merqua poisoning on a success.

A humanoid that dies as a result of damage from this spell becomes a zombie in 1d6 minutes. The zombie is not under your control and is hostile to all living humanoids it can see.

At Higher Levels. The spell’s initial damage increases by 1d8 for each slot level above 2nd.

Cleric Level 2 Necromancy

Switcheroo

  • casting time Action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You attempt to switch places with a Large or smaller target within range that you can see. The target must succeed on a Charisma saving throw or instantly teleport to your space whilst you teleport to the one it previously occupied.

A creature automatically succeeds on this saving throw if there is not enough space to accommodate either of the teleporting creatures.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of this spell increases by 30 feet for each slot level above 3rd. The maximum size of creature you can target increases to Huge when cast at 6th level or higher, and to Gargantuan when cast at 9th level.

Cleric Level 3 Transmutation

Mass Leech

  • casting time Action
  • range Self

  • components V, S, M*
  • duration Instantaneous

*a live leech that has fed on humanoid blood in the past 24 hours

You drain the life force of those around you, turning their limbs heavy and their bones cold. Each creature of your choice within 20 feet of you must make a Constitution saving throw. A target takes 2d8 necrotic damage on a failure, or half as much damage on a success. The caster regains hit points equal to half the total amount of necrotic damage dealt to Small or larger creatures.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Cleric Level 3 Necromancy

Influenza

  • casting time Action
  • range Self

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

*some pollen

With a sneeze that can be heard up to 300 feet away, you blast forth a 30-foot cone of phlegm. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 poison damage and is poisoned for the duration. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Whilst poisoned in this way, a creature must roll a d12 at the start of each of its turns. On a 3 or lower, it is racked by a coughing fit and becomes incapacitated until the start of its next turn. Each creature within 5 feet of a creature when it becomes incapacitated in this way must succeed on a Constitution saving throw or also become poisoned for the spell’s duration.

At Higher Levels. The damage increases by 1d6 and the value a poisoned creature must roll on the d12 to cause a coughing fit increases by 1 for each slot level above 3rd.

Cleric Level 3 Necromancy

Food Coma

  • casting time 1 minute or Ritual
  • range Touch

  • components V, S, M*
  • duration 1 hour

*a turkey drumstick and a cranberry-coloured ruby worth at least 50 gp, both of which the spell consumes

You crush a ruby into dust, sprinkling it over a turkey drumstick, which wafts with an alluring aroma. A willing creature that entirely consumes the meat of this drumstick falls asleep and is unconscious for 1 hour, drowning out the sound of relatives asking whether they have a boyfriend yet or when they expect to have babies.

You can only be woken early by taking damage or by a greater restoration or wish spell. At the end of the hour, you wake feeling refreshed and have all of your hit points restored. If you are woken prematurely, the spell ends with no effect and you are grumpy.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant an additional turkey drumstick (and hence affect one additional creature) for each slot level above 3rd.

Cleric Level 3 Enchantment

Enhance Object

  • casting time Action
  • range Touch

  • components S
  • duration 8 hours

When you cast this spell, roll 5d8. The object gains temporary hit points equal to the total, and while they last it has resistance to all.
In addition, certain types of objects gain:
• Armor. A creature wearing the armor can use its reaction when hit by an attack. The creature rolls 1d8. The armor loses temporary hit points equal to the result, and the damage taken by the creature is reduced by an equal amount.
• Tools. Ability checks made using the tool have advantage. If an ability check made with the tool is a failure, the object loses temporary hit points equal to the difference between the roll and the ability check DC, and the ability check becomes a success instead.
• Weapons. When the weapon is used to attack, the creature making the attack can roll 1d8. The weapon loses temporary hit points equal to the result, and the attack deals an equal amount of force damage.

This spell ends early if the temporary hit points granted by it are reduced to 0.

At Higher Levels. The temporary hit points gained increase by 1d8 per slot level above 3rd.

Cleric Level 3 Abjuration

Water Walk

  • casting time Action or Ritual
  • range 30 feet

  • components V, S, M*
  • duration 1 hour

*a piece of cork

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.

An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.

Cleric Level 3 Transmutation

Tongues

  • casting time Action
  • range Touch

  • components V, M*
  • duration 1 hour

*a miniature ziggurat

This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.

Cleric Level 3 Divination

Spirit Guardians

  • casting time Action
  • range Self

  • components V, S, M*
  • duration Concentration, up to 10 minutes

*a prayer scroll

Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey. If you are evil, they appear fiendish.

When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

Cleric Level 3 Conjuration

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Speak with Dead

  • casting time Action
  • range 10 feet

  • components V, S, M*
  • duration 10 minutes

*burning incense

You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Cleric Level 3 Necromancy

Sending

  • casting time Action
  • range Unlimited

  • components V, S, M*
  • duration Instantaneous

*a copper wire

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails.

Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Cleric Level 3 Divination

Revivify

  • casting time Action
  • range Touch

  • components V, S, M*
  • duration Instantaneous

*a diamond worth 300+ GP, which the spell consumes

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.

Cleric Level 3 Necromancy

Remove Curse

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

Cleric Level 3 Abjuration

Protection from Energy

  • casting time Action
  • range Touch

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

For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.

Cleric Level 3 Abjuration

Meld into Stone

  • casting time Action or Ritual
  • range Touch

  • components V, S
  • duration 8 hours

You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape expels you and deals 6d6 Force damage to you. The stone’s complete destruction expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.

Cleric Level 3 Transmutation

Mass Healing Word

  • casting time Bonus Action
  • range 60 feet

  • components V
  • duration Instantaneous

Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.

Cleric Level 3 Abjuration

Magic Circle

  • casting time 1 minute
  • range 10 feet

  • components V, S, M*
  • duration 1 hour

*salt and powdered silver worth 100+ GP, which the spell consumes

You create a 10-foot-radius, 20-foot-tall Cylinder centered on a point on the ground that you can see within range. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
• They can’t willingly enter the Cylinder by nonmagical means. If they try to use teleportation or interplanar travel to do so, they must first succeed on a Charisma saving throw.
• They have Disadvantage on attack rolls against targets within the Cylinder.
• Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from them.

Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.

Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.

Cleric Level 3 Abjuration

Glyph of Warding

  • casting time 1 hour
  • range Touch

  • components V, S, M*
  • duration Until dispelled or triggered

*powdered diamond worth 200+ GP, which the spell consumes

You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph.

(Look for the explanation in chapter 7 of the Player's Handbook)

Cleric Level 3 Abjuration

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Feign Death

  • casting time Action or Ritual
  • range Touch

  • components V, S, M*
  • duration 1 hour

*a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the duration, the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.

The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.

Cleric Level 3 Necromancy

Dispel Magic

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.

Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

Cleric Level 3 Abjuration

Daylight

  • casting time Action
  • range 60 feet

  • components V, S
  • duration 1 hour

For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.

Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.

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

Cleric Level 3 Evocation

Create Food and Water

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

Cleric Level 3 Conjuration

Clairvoyance

  • casting time 10 minutes
  • range 1 mile

  • components V, S, M*
  • duration Concentration, up to 10 minutes

*a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing

You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.

When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.

A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.

Cleric Level 3 Divination

Bestow Curse

  • casting time Action
  • range Touch

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

You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
• Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
• The target has Disadvantage on attack rolls against you.
• In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
• If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.

Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.

Cleric Level 3 Necromancy

Beacon of Hope

  • casting time Action
  • range 30 feet

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

Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.

Cleric Level 3 Abjuration

Aura of Vitality

  • casting time Action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

Cleric Level 3 Abjuration

Animate Dead

  • casting time 1 minute
  • range 10 feet

  • components V, S, M*
  • duration Instantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

Choose a pile of bones or a corpse of a Medium or Small Humanoid. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse.

On each of your turns, you can take a Bonus Action to mentally command any or all creatures you made with this spell if the creatures are within 60 feet of you. You decide what they'll do on their next turn, or you can issue a general command, such as to guard a chamber or corridor.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.

Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3.

Cleric Level 3 Necromancy

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Spirit Shroud

  • casting time Bonus action
  • range Self

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

You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Cleric Level 3 Necromancy

Life Transference

  • casting time Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Cleric Level 3 Necromancy

Guidance

  • casting time Action
  • range Touch

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

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Cleric Divination Cantrip

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