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MISTY STEP

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Paladin (Vengeance) 2nd level Conjuration

HOLD PERSON

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a straight piece of iron

() Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Paladin (Vengeance) 2nd level Enchantment

WRATHFUL SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration 1 minute

The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.

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

Paladin 1st level Necromancy

THUNDEROUS SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.

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

Paladin 1st level Evocation

SHIELD OF FAITH

  • casting time 1 bonus action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

a small parchment with a bit of holy text written on it

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

Paladin 1st level Abjuration

HUNTER'S MARK

  • casting time 1 bonus action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 hour

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3–4 (up to 8 hours) or 5+ (up to 24 hours).

Paladin (Vengeance) 1st level Divination

COMPELLED DUAL

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30 feet away from you.

The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.

Paladin 1st level Enchantment

BLESS

  • casting time 1 action
  • range 30ft.

  • components V, S, M
  • duration Concentration, up to 1 minute

a Holy Symbol worth 5+ GP

() 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.

Paladin 1st level Enchantment

BANE

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a drop of blood

( ) Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Paladin (Vengeance) 1st level Echantment

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