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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.

Cleric 2nd level Enchantment

Warding Bond

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

pair of platinum rings you & target must wear

You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.

Cleric 2nd level Abjuration

Silence

  • casting time 1 action or ritual
  • range 120 feet

  • components V, S
  • duration C, up to 10 minutes

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 has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Cleric 2nd level Illusion

Protection from Poison

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Cleric 2nd level Abjuration

Locate Object

  • casting time 1 action
  • range Self

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

a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.

Cleric 2nd level Divination

Lesser Restoration

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Cleric 2nd level Abjuration

Gentle Repose

  • casting time 1 action or ritual
  • range Touch

  • components V, S, M
  • duration 10 days

2 copper pieces, consumed

You touch a corpse or other remains. For the duration, the target is protected from decay and can't 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 don't count against the time limit of spells such as Raise Dead.

Cleric 2nd level Necromancy

Find Traps

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.

Cleric 2nd level Divination

Enhance Ability

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration C, up to 1 hour

fur or a feather

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

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

Cleric 2nd level Transmutation

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Continual Flame

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Until dispelled

ruby dust worth 50 gp, consumed

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

Cleric 2nd level Evocation

Calm Emotions

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration C, up to 1 minute

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

• The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.

• The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.

Cleric 2nd level Enchantment

Blindness/Deafness

  • casting time 1 action
  • range 120 feet

  • components V
  • duration 1 minute

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) 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 creature for each spell slot level above 2.

Cleric 2nd level Transmutation

Augury

  • casting time 1 minute or ritual
  • range Self

  • components V, S, M
  • duration Instantaneous

specially marked sticks, bones, or similar tokens worth at least 25 gp

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.

The spell doesn't account for circumstances, such as other spells, that might change the results.

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Cleric 2nd level Divination

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.

Cleric 2nd level Abjuration

Sanctuary

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M
  • duration 1 minute

a shard of glass from a mirror

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Cleric 1st level Abjuration

Purify Food and Drink

  • casting time 1 action or ritual
  • range 10 feet

  • components V, S
  • duration Instantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Cleric 1st level Transmutation

Protection from Evil and Good

  • casting time 1 action
  • range Touch

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

which the spell consumes

(Holy water ) Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Cleric 1st level Abjuration

Detect Poison and Disease

  • casting time 1 action
  • range Self

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

a yew leaf

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Cleric 1st level Divination

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Detect Evil and Good

  • casting time 1 action
  • range Self

  • components V, S
  • duration C, up to 10 minutes

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Cleric 1st level Divination

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Cleric 1st level Evocation

Create or Destroy Water

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a mix of water and sand

You do one of the following:

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.

Using a Higher-Level Spell Slot. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each spell slot level above 1.

Cleric 1st level Transmutation

Bless

  • casting time 1 action
  • range 30 feet

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

A holy symbol

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.

Cleric 1st level Enchantment

Bane

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration C, 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.

Cleric 1st level Enchantment

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