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Divine Health

  • casting timePassive
  • rangeSelf

The divine magic flowing through you makes you immune to disease.

Paladin Divine Magic

Sacred Weapon

  • casting time1 action
  • rangeWeapon

  • componentsS
  • duration1 Minute

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Paladin 3rd Level Channel Divinity

Turn the Unholy

  • casting time1 action
  • range30 feet

  • componentsS,M
  • duration1 Minute

Holy Symbol

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Paladin 3rd Level Channel Divinity

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV,S,M
  • duration1 Minute

A small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Paladin 1st Level Abjuration

Protection from Evil and Good

  • casting timeTouch
  • rangeV,S,M

  • componentsConcentration, up to 1 Minute
  • duration(Holy water or powdered silver and iron, which the spell consumes) Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

    The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Paladin

Paladin 1 action

Tenets of Devotion

  • casting timeSelf
  • range

  • components
  • durationHonesty: Don’t lie or cheat. Let your word be your promise.

    Courage: Never fear to act, though caution is wise.

    Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

    Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

    Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Paladin

Paladin Passive

Deflect Missiles

  • casting timeSelf
  • range

  • components
  • durationYou can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your monk level.

    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Monk

Paladin 1 Reaction

Open Hand Technique

  • casting timeTouch
  • range

  • components
  • durationYou can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

    It must succeed on a Dexterity saving throw or be knocked prone.
    It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
    It can’t take reactions until the end of your next turn.

Monk

Paladin 1 Action

Frenzy

You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Barbarian 1 Reaction

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