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S;Instantaneous;A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw

  • casting time Light(2024)
  • range

Cleric 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.;Cleric

up to 1 minute;Objects in a 20-foot Cube within range are outlined in blue

  • casting time or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
  • range 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.;Cleric

  • components Light(2024)
  • duration

Cleric green

S;Instantaneous;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

  • casting time Light(2024)
  • range

Cleric the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.;Cleric

S

  • casting time you see creatures and objects that have the Invisible condition as if they were visible
  • range and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.;Cleric

  • components Light(2024)
  • duration

Cleric M;1 hour;(a pinch of talc)For the duration

Gust of Wind;Level 2 Evocation;Action;Self;V

  • casting time M;Concentration
  • range up to 1 minute;(a legume seed)A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
    Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor

  • components and it extinguishes candles and similar unprotected flames in the area. It causes protected flames
  • duration such as those of lanterns

to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns

Cleric S

1;Burning Hands;Level 1 Evocation;Action;Self;V 1;Burning Hands;Level 1 Evocation;Action;Self;V
1;Faerie Fire;Level 1 Evocation;Action;60 feet;V;Concentration 1;Faerie Fire;Level 1 Evocation;Action;60 feet;V;Concentration
2;Scorching Ray;Level 2 Evocation;Action;120 feet;V 2;Scorching Ray;Level 2 Evocation;Action;120 feet;V
2;See Invisibility;Level 2 Divination;Action;Self;V 2;See Invisibility;Level 2 Divination;Action;Self;V
2 2