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Bane ©

  • casting time
  • range30 ft. (6 squares)

  • componentsV, S, M
  • durationUp to 🕛 1m

a drop of blood

Target up to 3 creatures:

They make Charisma saving throws. If they fail, for the spell's duration they get -1d4 to their attack rolls & saving throws

Upcast⤴️ +1 target per slot above 1st.

Cleric (*(Grave)) 1st level: Enchantment

Lesser Restoration

  • casting time
  • rangeTouch

  • componentsV, S
  • durationInstant

Touch target creature

End either 1 disease or 1 condition afflicting it.

The condition can be blinded, deafened, paralyzed, or poisoned.

Cleric (*(Life)) 2nd level: Abjuration

Locate Object ©

  • casting time
  • rangeSelf

  • componentsV, S, M
  • durationUp to 🕛 10m

a forked twig

Describe or name an object that is familiar to you:

You sense the direction to the object's location, as long as it's within 1,000 ft. of you., & if the object's in motion, you know the direction of its movement.

You can locate a specific object, as long as you've seen it up close at least once (within 30 ft.).

Alternatively, you can locate the nearest object of a particular kind (e.g. kinds of apparel, jewelry, furniture, tools, weapons).

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Cleric 2nd level: Divination

Prayer of Healing

  • casting time🕛 10m
  • range30 ft. (6 squares)

  • componentsV
  • durationInstant

Target up to 6 creatures:

Each regain hit points equal to 2d8 + your spellcasting ability modifier.
(No effect on undead or constructs.)

Upcast⤴ +1d8 per slot above 2nd.

Cleric 2nd level: Evocation

Protection from Poison

  • casting time
  • rangeTouch

  • componentsV, S
  • duration1h

Touch creature:

If it's poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.

For the duration, target has advantage on saving throws against being poisoned, & has resistance to poison damage.

Cleric 2nd level: Abjuration

Silence © ®

  • casting time
  • range120 ft. (24 squares)

  • componentsV, S
  • durationUp to 🕛 10m

Target 20 ft. radius sphere centered on a point:

For the duration, no sound can be created within or pass through. Any creature or object entirely inside the sphere is immune to thunder damage, & creatures are deafened while entirely inside it.

Casting a spell that includes a verbal component is impossible there.

Cleric 2nd level: Illusion

Spiritual Weapon

  • casting time➕⚡
  • range60 ft. (12 squares)

  • componentsV, S
  • duration🕛 1m

Create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.

When you cast the spell, you can make a melee spell attack against a creature within 5 ft. of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

➕⚡ to move the weapon up to 20 ft. & repeat the attack against a creature within 5 ft. of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon make this spell's effect resemble that weapon.

Upcast⤴: +1d8 per slot above 2nd.

Cleric (*(War)(Life)) 2nd level: Evocation

Warding Bond

  • casting time
  • rangeTouch

  • componentsV, S, M
  • duration🕛 1h

a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration

Touch willing creature:

While target is within 60 ft. (12 squares) of you, they gain:
• +1 to AC
• +1 to saving throws
• resistance to all damage.

Each time it takes damage, you take the same amount.

The spell ends if:
• you drop to 0 hit points,
• the distance between you exceeds 60 ft. (12 squares)
• the spell is cast again on either party
• ⚡ to dismiss the spell.

Cleric 2nd level: Abjuration

Zone of Truth

  • casting time
  • range60 ft. (12 squares)

  • componentsV, S
  • duration🕛 10m

Create a magical zone that guards against deception.

Target 15 ft. radius sphere centered on a point:

Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius.

You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Cleric 2nd level: Enchantment

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