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Hungering Blade

  • casting time Bonus Action
  • range Self

  • components
  • duration 1 minute

You imbue a weapon you are holding, or your Unarmed Strikes, with ravenous negative energy.

For the duration, when you hit a creature with an attack using the empowered weapon or Unarmed Strike for the first time on a turn, the target takes Necrotic damage equal to your spellcasting
ability modifier, and you gain a number of Temporary Hit Points equal to the Necrotic damage dealt.

Divine Smite

  • casting time Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strik
  • range Self

  • components
  • 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.

Shield of faith

  • casting time Bonus Action
  • range 60 feet

  • components
  • 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.

Divine Favor

  • casting time Bonus Action
  • range Self

  • components 1 minute
  • duration

Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.

Inflict Wounds

  • casting time Action
  • range Touch

  • components
  • duration Instantaneous

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Compelled Dual

  • casting time Bonus Action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.

The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.

Light

  • casting time 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.

BLOOD BOLT

  • casting time Action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You hurl a twisting bolt of blood at a creature within
range. Make a ranged spell attack against the target.

On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus.

Cantrip

Bottled Life

  • casting time 1 MIN
  • range Self

  • components
  • duration

When you finish a Long Rest, you can
perform a 1-minute ritual to transfer some of your life essence into a vessel for later use.

Expend a number ofHit Point Dice up to your Proficiency Bonus, and bleed into a vial of water or other liquid.

As a Bonus Action,
a creature can drink the vial to roll the Hit Dice you
expended. The creature regains a number of Hit Points equal to the total rolled plus its Constitution modifier.

The vial remains potent until you finish a Long Rest.

Class ability

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Channel Div - Castigate

  • casting time
  • range 30ft

  • components
  • duration 1 Min

As a Magic action, you can expend one use of your
Channel Divinity to clap those you would bring to
justice in fiery shackles. Choose a number of creatures up to your Charisma modifier (minimum of 1 creature) you can see within 30 feet of yourself. Each creature must succeed on a Strength saving throw or be wrapped in fiery shackles and have its Speed reduced to 0.

As a Bonus Action, you can cause the shackles to flare. Each creature bound by the shackles takes 2d6 Fire damage. A shackled creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

After 1 minute, it succeeds automatically.

CASTIGATION Channel Div

Channel Div - Incite

  • casting time
  • range Self / 10ft

  • components
  • duration 10 Mins

As a Magic action, you can expend one use of your
Channel Divinity to better seek out wickedness
and corruption. For the next 10 minutes, you have
Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.

During that time, you can take a Bonus Action to
choose a creature you can see within 10 feet of you. The target must succeed on a Charisma saving throw or have the Frightened condition for 1 minute.

While the target is Frightened in this way, it can’t speak a deliberate lie.

The condition ends early if the target takes damage or if you use this Bonus Action again.

Castigation Channel Div

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