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S;Concentration

  • casting time granting you sight from a higher vantage point. You project your vision to see through an invisible sensor which appears in a spot up to 120 feet above you. You can see through the sensor as if you were flying
  • range granting a full 360 degree view from its location.
    The sensor moves with you

  • components retaining its height in relation to you. You can use a bonus action to adjust the sensor's height
  • duration but only to a maximum of 120 feet above you.
    While looking through this sensor you are blind

though you can switch between seeing through the sensor or through your own eyes at any time during your turn.;Cleric (HWCS)

Cleric up to 1 minute;You cast your eyes skyward

S

  • casting time roll two d20s
  • range and record what you rolled. For each die

  • components choose either attack roll
  • duration skill check

or saving throw. You can choose each option multiple times. For the next 24 hours

Cleric M;24 hours;You call upon the power of an Amaranthine to grant yourself insight into the Great Rhythm that moves all things. When you cast this spell

S;Concentration

  • casting time which flit around you for the spell's duration. The spirits are intangible and invulnerable.
    Until the spell ends
  • range any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant

  • components necrotic
  • duration or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
    In addition

any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

Cleric up to 1 minute;You call forth spirits of the dead

S;Instantaneous;You call upon gentle natural magics to alter the growth of plants. Any plant life you can see within range that fits within a 5-foot cube can take on whatever shape you desire. Additionally

  • casting time you may turn the affected area into difficult terrain
  • range causing 2d4 points of piercing damage for every 5 feet moved through the area you shaped. You may also increase or decrease the number of flowers

  • components vines
  • duration leaves

thorns

branches if the plant is a bramble or capable of growing thorns

S;1 minute;You create two small stars that orbit you. They twinkle pleasantly

  • casting time on your turn
  • range you may use your action to cause a star to streak towards an enemy

  • components expending it as it explodes in a blinding flash. Make a ranged spell attack against an enemy within 120 feet
  • duration dealing 4d8 points of radiant damage on a hit. The target must then make a Constitution saving throw or be blinded until the start of your next turn.
    The spell ends when either its duration expires

you fall unconscious

branches shedding dim light in a 10-foot radius centered on you. The stars protect you. If a creature within 5 feet of you hits you with a melee attack they must make a Wisdom saving throw or take 1d8 points of radiant damage for each star orbiting you.
Once per round

S

  • casting time up to 1 hour;(a golden reliquary worth at least 500 gp)You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell
  • range choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
    The creature is an ally to you and your companions. In combat

  • components the creature shares your initiative count
  • duration but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any

it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

branches M;Concentration

1;Elevated Sight;1st level Divination;1 action;Self;V 1;Elevated Sight;1st level Divination;1 action;Self;V
3;Invoke the Amaranthine;3rd level Divination;10 minutes;Self;V 3;Invoke the Amaranthine;3rd level Divination;10 minutes;Self;V
3;Spirit Shroud;3rd level Necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd level Necromancy;1 bonus action;Self;V
4;Shape Plants;4th level Transmutation;1 action;Touch;V 4;Shape Plants;4th level Transmutation;1 action;Touch;V
4;Stellar Bodies;4th level Evocation;1 action;Special;V 4;Stellar Bodies;4th level Evocation;1 action;Special;V
5;Summon Celestial;5th level Conjuration;1 action;90 feet;V 5;Summon Celestial;5th level Conjuration;1 action;90 feet;V