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Destroy Undead

  • casting time Special
  • range Dependant

  • components None
  • duration Instantaneous

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

-5th Level = 1/2 or lower
-8th Level = 1 or lower
-11th Level = 2 or lower
-14th Level = 3 or lower
-17th Level = 4 or Lower

Mendicant Cleric Life Domain Cleric

Channel Divinity

  • casting time Special
  • range Dependant

  • components 2 Channels
  • duration Dependant

(Attack/Save Wis 15) At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Mendicant Cleric Life Domain Cleric

Shield Master Evasion

  • casting time 1 Reaction
  • range Self

  • components Shield
  • duration Instantaneous

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Example: Success on a DEX save against a dragon's fiery breath, you have successfully used your shield to take no damage from the flames.

Mendicant Cleric Feat

Blessed Healer

  • casting time No Action
  • range Self

  • components None
  • duration Instantaneous

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Mendicant Cleric Class Feat

Opportunity Attack

  • casting time 1 Reaction
  • range 5 feet

  • components Weapon Armed
  • duration Instantaneous

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach

Mendicant Cleric General

Shield Master Shove

  • casting time 1 Bonus Action
  • range 5 feet

  • components Shield
  • duration Instantaneous

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

Mendicant Cleric Feat

Healer's Healing

  • casting time 1 Action
  • range Touch

  • components Somatic
  • duration 1 Minute

(1d6 + 4 + Max # Hit Dice HP Recovery) You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

-When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
-As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Mendicant Cleric Feat

Divine Intervention

  • casting time 1 Action
  • range Dependant

  • components Verbal, Somatic
  • duration Dependant

(Equal to or Less than 10 Percentile Dice) Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention, the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Mendicant Cleric Life Domain Cleric

Preserve Life

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration Instantaneous

(Up to 1/2 total HP Recovery) Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Mendicant Cleric Life Domain Cleric

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Turn Undead

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration 1 Minute

(WIS Save 15) 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.

Mendicant Cleric Life Domain Cleric

Disciple of Life

  • casting time Dependant
  • range Dependant

  • components Dependant
  • duration Dependant

(+2 to all Healing Spells) Whenever you use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level.

Mendicant Cleric Life Domain Cleric

Vulnera Sanentur (Mass Cure Wounds)

  • casting time 1 Action
  • range 60 ft / 30 ft sphere

  • components Verbal, Somatic
  • duration Instantaneous

(3d8 + 10 HP Recovery) A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Mendicant Cleric 5th Level Evocation

Surgere Lazarus (Raise Dead)

  • casting time 1 Hour
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

(Materials: a diamond worth 500 gold) 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 poisons 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.

Mendicant Cleric 5th Level Necromancy

Sanctus Arma (Holy Weapon)

  • casting time 1 Bonus Action
  • range Touch

  • components Verbal, Somatic
  • duration Concentration: 1 Hour

(2d8 Radiant on attack, 4d8 Radiant on Dismissal, CON Save 15) You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Mendicant Cleric 5th Level Evocation

Rennervate Maxime (Greater Restoration)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

(Materials: diamond dust worth 100 gold) You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

-One effect that charmed or petrified the target
-One curse, including the target's attunement to a cursed magic item
-Any reduction to one of the target's ability scores
-One effect reducing the target's hit point maximum

Mendicant Cleric 5th Level Abjuration

Seraphum Protege (Guardian of Faith)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal
  • duration 8 Hours

(Attack/Save: DEX 15) A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Mendicant Cleric 4th Level Conjuration

Mortem Evadere (Death Ward)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration 8 Hours

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 spell ends.

Mendicant Cleric 4th Level Abjuration

Expello (Banishment)

  • casting time 1 Action
  • range 60 Feet

  • components Verbal, Somatic
  • duration Concentration: 1 min

(Materials: an item distasteful to target, CHA Save 15) You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Mendicant Cleric 4th Level Abjuration

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Spei Pharus (Beacon of Hope)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration Concentration: 1 min

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Mendicant Cleric 3rd Level Abjuration

Finite Incantatem (Dispel Magic)

  • casting time 1 ACtion
  • range 120 Feet

  • components Verbal, Somatic
  • duration Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Mendicant Cleric 3rd Level Abjuration

Episkey Maximus (Mass Healing Word)

  • casting time 1 Bonus Action
  • range 60 Feet

  • components Verbal
  • duration Instantaneous

(1d4 + 8 HP Recovery) As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Mendicant Cleric 3rd Level Evocation

Revivisco (Revivify)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

(Materials: diamonds worth 300 gold) You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Mendicant Cleric 3rd Level Necromancy

Verum Loquere (Zone of Truth)

  • casting time 1 Action
  • range 60 Ft / 15 Ft Sphere

  • components Verbal, Somatic
  • duration 10 Minutes

(Attack/Save: CHA 15) You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice 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 must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Mendicant Cleric 2nd Level Enchantment

Tace (Silence)

  • casting time 1 Action
  • range 120 ft / 20 Ft Sphere

  • components Verbal, Somatic
  • duration Concentration: 10 min

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Mendicant Cleric 2nd Level Illusion

Sanctus Gladius (Spiritual Weapon)

  • casting time 1 Bonus Action
  • range 60 Feet

  • components Verbal, Somatic
  • duration 1 Minute

(1d8 + 3 Force Damage) You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

Mendicant Cleric 2nd Level Evocation

Rennervate (Lesser Restoration)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Mendicant Cleric 2nd Level Abjuration

Oratio Sanationis (Prayer of Healing)

  • casting time 10 Minutes
  • range 30 Feet

  • components Verbal
  • duration Instantaneous

(2d8 + 7 HP Recovery) Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Mendicant Cleric 2nd Level Evocation

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Sacrum Fulmen (Guiding Bolt)

  • casting time 1 Action
  • range 120 Feet

  • components Verbal, Somatic
  • duration 1 Round

(4d6 Radiant Damage) A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Mendicant Cleric 1st Level Evocation

Reparifors (Cure Wounds)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

(1d8 + 6 HP recovery) A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Mendicant Cleric 1st Level Evocation

Protego Horrbilis (Shield of Faith)

  • casting time 1 Bonus Action
  • range 60 Feet

  • components Verbal, Somatic
  • duration Concentration: 10 min

(Materials: a small parchment with holy text) A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Mendicant Cleric 1st Level Abjuration

Auxilium (Guidance)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Concentration: 1 Min

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Cleric Mendicant Divination Cantrip

Anapneo (Spare the Dying)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Mendicant Cleric Necromancy Cantrip

Ferox (Resistance)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Concentration: 1 Min

(Materials: a miniature cloak) You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Mendicant Cleric Abjuration Cantrip

Lumos (Light)

  • casting time 1 Action
  • range Touch/20 ft sphere

  • components Verbal
  • duration 1 Hour

(Materials: a firefly or phosphorescent moss, Dex Save 15) You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Mendicant Cleric Evocation Cantrip

Spiritus Sanctus (Sacred Flame)

  • casting time 1 Action
  • range 60 Feet

  • components Verbal, Somatic
  • duration Instantaneous

(Attack/Save: Dex 15) Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mendicant Cleric Evocation Cantrip

Appare Vestigium (Detect Magic)

  • casting time 1 Action
  • range Self / 30 Ft Sphere

  • components Verbal, Somatic
  • duration Concentration: 10 min

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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Mendicant Cleric 1st Level Divination

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Benedictiones (Bless)

  • casting time 1 Action
  • range 30 Feet

  • components Verbal, Somatic
  • duration Concentration: 1 min

(Materials: a sprinkling of holy water) You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to 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.

Mendicant Cleric 1st Level Enchantment

Episkey (Healing Word)

  • casting time 1 Bonus Action
  • range 60 Feet

  • components Verbal
  • duration Instantaneous

(1d4 + 6 HP recovery) A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Mendicant Cleric 1st Level Evocation

Abstinete Me (Protection from Evil and Good)

  • casting time 1 Action
  • range Touch

  • components Verbal, Somatic
  • duration Concentration: 10 min

(Materials: holy water or powdered silver and iron) 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.

Mendicant Cleric 1st Level Abjuration

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