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Divine Spark

  • casting timeAction
  • range30 feet

  • componentsM
  • durationInstantaneous

As a Magic action, you point your Holy Symbol at another creature you can see within 50 feet of your self and focus divine energy at it.
Roll 1d8 and add your Wisdom modifier.
You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw.
On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total.
On a successful save, the creature takes half as much damage (round down).

You roll an additional d8 when you reach Cleric levels 7 (2d8),13 (3d8), and 18 (4d8).

Other Channel Divinity

Turn Undead

  • casting timeAction
  • range30 feet

  • componentsM
  • durationInstantaneous

As a Magic action, you present your Holy Symbol and censure Undead creatures.
Each Undead of your choice within 3O feet of you must make a Wisdom saving throw If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute.
For that duration, it tries to move as far from you as it can on its turns.
This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Level 5, Sear Undead: Whenever you use Turn Undead, you can roll a number of d8s equal to your Wisdom modifier (minimum of ld8) and add the rolls together.
Each Undead that fails its saving throw against that use of Turn Undead takes Radiant damage equal to the roll's total.
This damage doesn't end the Turn Undead effect.

Other Channel Divinity

Invoke Duplicity

  • casting timeBonus Action
  • range30 feet

  • componentsM
  • duration1 minute

Create a perfect visual illusion of yourself in an unoccupied space you can see within 30 feet of yourself. The illusion is intangible and doesn't occupy its space. It lasts for 1 minute, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. The illusion is animated and mimics your expressions and gestures. While it persists, you gain the following benefits.
Cast Spells. You can cast spells as though you were in the illusion's space, but you must use your own senses.
Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Move. As a Bonus Action, you can move the illusion up to 50 feet to an unoccupied space you can see that is within 120 feet of yourself.

Level 6, Trickster's Transposition: Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.

Other Channel Divinity

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