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ARCANE EYE

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration Concentration 1 hr

a bit of bat fur, gûlcened

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Mark of Detection lvl 4 Level 4 Divination

NONDETECTION

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes, ú cestaed

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Mark of Detection lvl 3 Level 3 Abjuration

DETECT THOUGHTS [1/2]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration 1 min

a copper piece, hirsanath

Cast spell, as an action each turn, choose one creature that you can see within 30 ft. Except INT 3 or less, no language, then unaffected. Initially just surface thoughts. As an action, shift to another creature, or attempt to probe deeper into the same mind, the target must make a WIS save. Fail, you gain insight into its reasoning, emotional state, and anything large in its mind (something it worries over, loves, hates). Succeed, the spell ends. Target knows that you are probing its mind, unless you shift to another creature, it can use its action on its turn to make an INT check contested by your INT check, succeeds, the spell ends.
Questions verbally directed at the target creature shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also search for thoughts within 30 ft . The spell can penetrate barriers, but 2 ft of rock, 2' of any metal except thin sheets of lead, blocks you. Except INT 3 or less, no language
Once detected, you can read its thoughts for

Mark of Detection Level 2 Divination

DETECT THOUGHTS [2/2]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration 1 min

a copper piece, hirsanath

duration as above, while still in range.

Mark of Detection Level 2 Divination

SEE INVISIBILITY

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a pinch of talc and a small sprinkling of powdered silver, cennada

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

MAGICAL DETECTION
Cast once per long rest using Intelligence as your spellcasting ability and you don't require material components for them.

Mark of Detection lvl 3 Level 2 Divination

DETECT POISON or DISEASE

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration 10 min

a yew leaf hirlhoer/hirlhîw

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

MAGICAL DETECTION
Cast once per long rest using Intelligence as your spellcasting ability and you don't require material components for them.

Mark of Detection lvl 1 Level 1 Divination

DETECT MAGIC (Ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration 10 min

(hirgûl) For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

MAGICAL DETECTION
Cast once per long rest using Intelligence as your spellcasting ability.

RITUAL chalk octagram, divination symbol in centre, light candle in centre, handsign, say hirgГ»l

Mark of Detection lvl 1 Level 1 Divination

MARK of DETECTION

  • casting time
  • range

  • components
  • duration

FEY ANCESTRY
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

DEDUCTIVE INTUITION
Whenever you make a Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the total ability check.

MAGICAL DETECTION
You can cast the Detect Magic and the Detect Poison and Disease spells with this trait. Starting at 3rd level, you can also cast the See Invisibility spell with it. Once you cast either spell with this trait, you can't cast that spell again until you finish a Long Rest. Intelligence is your Spellcasting Ability for these spells, and you don't require material components for them.

Mark of Detection Dragonmarked (E:LRW)

HEART of DARKNESS

  • casting time
  • range

  • components
  • duration

Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

HAUNTED ONE Background Feature

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SPARE THE DYING

  • casting time 1 bonus action
  • range 30 ft

  • components V
  • duration Instant

(athraedraith) Cast on a living creature that has 0 hit points within 30 ft. The creature becomes stable. This spell has no effect on undead or constructs.

Grave Cleric lvl 1 Necromancy Cantrip

RAISE DEAD

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instant

diamond worth 500 gp, which is consumed, ortha gorthrim

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Grave Cleric lvl 9 Level 5 Necromancy

ANTI LIFE SHELL

  • casting time 1 action
  • range Self (10 ft radius)

  • components V, S
  • duration Concentration 1 hr

(al-cuil hyalma) A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.

The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Grave Cleric lvl 9 Level 5 Abjuration

DEATH WARD

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

(gurth tirith) You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.

Grave Cleric lvl 7 Level 4 Abjuration

BLIGHT

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instant

(yaru) Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Grave Cleric lvl 7 Level 4 Necromancy

VAMPIRIC TOUCH

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration 1 min

(cammdúath) The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Grave Cleric lvl 5 Level 3 Necromancy

REVIVIFY

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instant

diamonds worth 300 gp, which the spell consumes, vincarna

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can not return to life a creature that has died of old age, nor can it restore any missing body parts.

Grave Cleric lvl 5 Level 3 Necromancy

RAY of ENFEEBLEMENT

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Concentration 1 min

(loica) A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Grave Cleric lvl 3 Level 2 Necromancy

GENTLE REPOSE (Ritual)

  • casting time 1 action (Ritual)
  • range touch

  • components V, S, M
  • duration 10 days

a pinch of salt and one copper piece placed on each eye, which must remain there for the duration, muig îdh

You touch a corpse or other remains. For the duration, the target is protected from decay and can not become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell do not count against the time limit of spells such as raise dead.

Grave Cleric lvl 3 Level 2 Necromancy

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FALSE LIFE

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a small amount of alcohol or distilled spirits, gaur-cuil

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Grave Cleric lvl 1 Level 1 Necromancy

BANE

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration 1 min

a drop of blood, dagnir

Up to three creatures of your choice that you can see within range must make CHARISMA saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Grave Cleric lvl 1 Level 1 Enchantment

Channel Divinity: KEEPER of SOULS

  • casting time
  • range 30 feet

  • components
  • duration Instant

At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice.

You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.

Grave Cleric lvl 17 Level 17 Domain

Channel Divinity: TURN UNDEAD

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration 1 min

holy symbol, vanya daen

As an action, you present your holy symbol and speak a prayer censuring the undead. Each 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 any 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.

Cleric Level 2 Domain

Channel Divinity: Harness Divine Power

  • casting time 1 bonus action
  • range Self

  • components V, M
  • duration Instant

holy symbol, valaina

You can expend a use of your Channel Divinity to fuel your spells.

As a Bonus Action, you may touch your Holy Symbol, utter a prayer and regain 1 expended 1st-level spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once, 6th level, twice, and 18th level, thrice. You regain all expended uses when you finish a long rest.

Cleric (TCE) Level 2 Domain

CLERIC of the GRAVE

  • casting time
  • range

  • components
  • duration

CIRCLE of MORTALITY
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Grave Cleric Grave Domain Feature

EYES of the GRAVE

  • casting time 1 action
  • range 60 ft

  • components
  • duration 1 round

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Grave Cleric lvl 1 Grave Domain Feature

Channel Divinity: PATH to the GRAVE

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration 1 min

holy symbol, haudh tielyanna

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Grave Cleric lvl 2 Level 2 Domain

SENTINEL AT DEATH'S DOOR

  • casting time 1 reaction
  • range 30 feet

  • components
  • duration Instant

At 6th level, you gain the ability to impede death's progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Grave Cleric lvl 6 Level 6 Domain

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