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Spare the Dying (Grave Domain)

  • casting time⚡ / ➕⚡
  • range30 ft. (6 squares)

  • componentsV, S
  • durationInstant

🎯 1 living creature that has 0 hit points:

They become stable.
(no effect on undead or constructs)

Cleric Cantrip: Necromancy

False Life

  • casting time
  • rangeSelf

  • componentsV, S, M
  • duration🕛 1h

a small amount of alcohol or distilled spirits

Bolster yourself with a necromantic facsimile of life

Gain 1d4 + 4 temporary 💗 until the spell ends.

Upcast⤴ +5 temporary 💗 per slot above 1st

Cleric - Death & Grave Domain 1st level: Necromancy

Ray of Enfeeblement ©

  • casting time
  • range60 ft. (12 squares)

  • componentsV, S
  • durationUp to 🕛 1m

A black beam of enervating energy springs from your finger toward a creature within range.🎯 1 creature:

Make a ranged spell attack against them.
On hit: They deal ½ damage with strength-based weapon attacks until the spell ends.

At the end of each of their turns, they can make a Con saving throw.
Succeed: The spell ends

Cleric - Death & Grave Domain 2nd level: Necromancy

Vampiric Touch ©

  • casting time
  • rangeSelf

  • componentsV, S
  • durationUp to 🕛 1m

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.

🎯 1 creature:

Make a melee spell attack against them.
On hit: They take 3d6 necrotic damage, & you 💕 for ½ the necrotic damage dealt.

You can ⚡ to make the attack again until the spell ends.

Upcast⤴ +1d6 per slot above 3rd.

Cleric - Death & Grave Domain 3rd level: Necromancy

Blight

  • casting time
  • range30 ft.

  • componentsV, S
  • durationInstant

Necromantic energy washes over a creature, draining moisture and vitality from it.

🎯 1 visible creature:

They make a Con saving throw.
Fail: They take 8d8 necrotic damage.
Succeed: ½ as much.
(no effect on undead or constructs)

Plant creatures & magical plants make saving throws with disadvantage & take maximum damage.

Nonmagical plants that aren't creatures don't make a saving throw, they simply wither & die.

Upcast⤴ +1d8 per slot above 4th.

Cleric - Death & Grave Domain 4th level: Necromancy

Antilife Shell ©

  • casting time
  • rangeSelf (10 ft. radius)

  • componentsV, S
  • durationUp to 🕛 1h

A shimmering barrier extends out from you in a 10 ft. radius & moves with you, remaining centered on you, & hedging out creatures other than undead & constructs. The barrier lasts until the spell ends.

The barrier prevents an affected creature from passing or reaching through, but they can still cast spells & make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Cleric - Death & Grave Domain 5th level: Abjuration

Death Ward

  • casting time
  • rangeTouch

  • componentsV, S
  • duration🕛 8h

🎯 1 creature:

The 1st time they'd drop to 0 💗 as a result of taking damage, they drop to 1 💗 instead & the spell ends.

If they're subjected to an effect that would insta-kill them without dealing damage, that effect is negated against them instead, & the spells ends.

Cleric *(Life) *(Grave) 4th level: Abjuration

Divination ®

  • casting time
  • rangeSelf

  • componentsV, S, M
  • durationInstant

incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes

Your magic & an offering put you in contact with a god or a god's servants.

Ask a single question concerning a specific goal, event, or activity to occur within 7d:

The DM offers a truthful reply (e.g. a short phrase, a cryptic rhyme, an omen).

The spell doesn't take into account any possible circumstances that might change the outcome
(e.g. casting additional spells, losing or gaining companions).

Each cast after the 1st has a cumulative +25% of a random result (the DM rolls secretly), but resets after a long rest.

Cleric 4th level: Divination

Freedom of Movement

  • casting time
  • rangeTouch

  • componentsV, S, M
  • duration🕛 1h

a leather strap, bound around the arm or a similar appendage

🎯 1 willing creature:

For the duration:
• Their movement is unaffected by difficult terrain
• Spells & other magical effects can't paralyse, restrain, or reduce their speed.
• Being underwater gives no penalties on movement or attacks
•They can spend 5 ft. of movement to auto escape non-magical restraints.

Cleric *(War) 4th level: Abjuration

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