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Shining Smite

  • casting time Bonus action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Paladin Level 2 Transmutation

Find Steed

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.

Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.

Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

Paladin Level 2 Conjuration

Zone of Truth

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.

An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Bard, Cleric, Paladin Level 2 Enchantment

Aid

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 8 hours

a strip of white cloth

Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2.

Bard, Cleric, Paladin Level 2 Abjuration

Longsword

  • casting time 1 action
  • range 5 feet

  • components Versatile (1d10)
  • duration Instantaneous

(Martial Melee Weapon) Attack Roll.
Damage Roll. 1d8 Slashing

Mastery
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

All Weapon

Javelin (6)

  • casting time 1 action
  • range 30/120 feet

  • components -
  • duration Instantaneous

(Simple Melee Weapon) Attack Roll.
Damage Roll. 1d6 Piercing

Mastery
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

All Weapon

Shield

  • casting time 1 action
  • range Self

  • components -
  • duration Instantaneous

Armor Class. +2

All Weapon

Hammer of Runic Focus

  • casting time 1 action
  • range 5 feet

  • components Versatile (1d10)
  • duration Instantaneous

(Martial Melee Weapon) Attack Roll.
Damage Roll. 1d8 Bludgeoning

Mastery
Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended charges daily at dawn.

All Weapon

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