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Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, 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

Sacred Flame

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

,Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.,
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Cleric,, Evocation cantrip

Word of Radiance

  • casting time1 action
  • range5 feet

  • componentsV, M
  • durationInstantaneous

,Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.,
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Cleric,, Evocation cantrip

Bless

  • casting time1 action
  • range30 feet

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

,You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.,
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Cleric, 1st level Enchantment

Create or Destroy Water

  • casting time1 action
  • range30 feet

  • components,V S M
  • durationInstantaneous

,You do one of the following:,
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.,
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.,Using a Higher-Level Spell Slot.: You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

Cleric 1st level Transmutation

Detect Magic (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, ,and if an effect was created by a spell, you learn the spells school of magic.,
The spell is blocked by 1 foot of stone, dirt, or wood

1 inch of metal 1st level Divination

Guiding Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.,
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Cleric 1st level Evocation

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

,A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.,
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Bard 1st level Evocation

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • components,V S M
  • duration1 minute

,You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. ,This spell doesnt protect the warded creature from areas of effect.,
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Cleric, 1st level Abjuration

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Shield of Faith

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Cleric,, 1st level Abjuration

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

Choose up to three creatures within range. Each targets Hit Point maximum and current Hit Points increase by 5 for the duration.,
Using a Higher-Level Spell Slot. Each targets Hit Points increase by 5 for each spell slot level above 2.

Cleric,, 2nd level Abjuration

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • components,V S
  • durationInstantaneous

,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Cleric 2nd level Abjuration

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • duration,1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.,
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 35 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Cleric,, 2nd level Transmutation

Spiritual Weapon

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

,You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. ,On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.,
As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.,
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.

Cleric 2nd level Evocation

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