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Burning Hands

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Light Cleric (2024) Level 1 Evocation

Misty Step

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

High Elf Level 2 Conjuration

See Invisibility

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of talc

For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Light Cleric (2024) Level 2 Divination

Scorching Ray

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.

Light Cleric (2024) Level 2 Evocation

Fireball

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a ball of bat guano and sulfur

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Light Cleric (2024) Level 3 Evocation

Arcane Eye

  • casting timeAction
  • range30 feet

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

a bit of bat fur

You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Light Cleric (2024) Level 4 Divination

Wall of Fire

  • casting timeAction
  • range120 feet

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

a piece of charcoal

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 in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Light Cleric (2024) Level 4 Evocation

Faerie Fire

  • casting timeAction
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Light Cleric (2024) Level 1 Evocation

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