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Thunderous Smite

  • casting time 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 Level 1 - Evocation

Shield of Faith

  • casting time Bonus Action
  • range 60 feet

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

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

Paladin Level 1 - Abjuration

Protection from Evil and Good

  • casting time 1 Action
  • range Touch

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

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.

Paladin Level 1 - Abjuration

Light

  • casting time 1 Action
  • range Touch

  • components V, M
  • duration 1 hour

You touch one Large or smaller object that isn't being worn or carried by someone else. 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.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Paladin (Species Trait) Level 0 - Evocation

Hunter's Mark

  • casting time 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 use a Bonus Action to mark 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) Level 1 - Divination

Divine Smite

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

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

Paladin Level 1 - Evocation

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.

Paladin Level 1 - Abjuration

Bless

  • casting time 1 Action
  • range 30 feet

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

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 Level 1 - Enchantment

Bane

  • casting time 1 Action
  • range 30 feet

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

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) Level 1 - Enchantment

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