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Bane ©

  • casting time
  • range30 ft. (6 squares)

  • componentsV, S, M
  • durationUp to 🕛 1m

a drop of blood

Target up to 3 creatures:

Each target makes a Charisma saving throw.
Fail: They get -1d4 to their attack rolls & saving throws until the spell ends.

Upcast⤴ +1 target per slot above 1st.

Cleric *(Grave) 1st level: Enchantment

Bless ©

  • casting time
  • range30 ft. (6 squares)

  • componentsV, S, M
  • durationUp to 🕛 1m

a sprinkling of holy water

Target up to 3 creatures:

They get +1d4 to their attack rolls & saving throws until the spell ends.

Upcast⤴ +1 target per slot above 1st.

Cleric *(Life) 1st level: Enchantment

Ceremony ® [1/2]

  • casting time🕛 1h
  • rangeTouch

  • componentsV, S, M
  • durationInstant

25 gp worth of powdered silver, which the spell consumes

Perform a magic religious ceremony (choose one).
(must be within 10 ft. of the target while casting.)

Atonement: Touch 1 willing creature whose alignment has changed: Make a DC 20 Insight check
to restore their original alignment.

Bless Water: Touch 1 water vial: Make it holy.

Coming of Age: Touch 1 young adult humanoid: They get +1d4 to ability checks for 🕛 24h.
(They can only benefit from this rite once.)

Dedication: Touch 1 humanoid who wishes to be dedicated to your god's service:
They can add +1d4 to their saving throws for 🕛 24h.
(They can only benefit from this rite once.)

Funeral Rite: Touch 1 corpse: It can't become undead for 🕛 7d (unless via the 'Wish' spell).
Wedding: Touch willing adult humanoids: They get +2 AC for 🕛 7d

Cleric (XGE) 1st level: Abjuration

Ceremony ® [2/2]

  • casting time🕛 1h
  • rangeTouch

  • componentsV, S, M
  • durationInstant

25 gp worth of powdered silver, which the spell consumes

while within 30 ft. of each other.
(They can only re-benefit if widowed.)ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ

Cleric (XGE) 1st level: Abjuration

Command

  • casting time
  • range60 ft. (12 squares)

  • componentsV
  • duration🕛 1 round

Speak a one-word command to visible creature within range:

They make a Wis saving throw.
Fail: They follow the command on their next turn.
The DM has final say on interpretation.
(no effect on undead, if they don't understand your language, or if directly harmful to them.)

Example commands include:
Approach: They take the shortest & most direct route to move toward you, ending their turn if they get within 5 ft. of you.
Drop: They drop anything held and end their turn.
Flee: They spend their turn moving away from you by the fastest available means.
Grovel: They fall prone and end their turn.
Halt: The take no movement or actions. Flying creatures stay aloft, provided they're able. If it must move to do so, it flies the minimum distance to stay airborn.

Upcast⤴ +1 target per slot above 1st.
(They must be within 30 ft. of each other on targeting.)

Cleric *(Knowledge) 1st level: Enchantment

Create or Destroy Water

  • casting time
  • range30 ft. (6 squares)

  • componentsV, S, M
  • durationInstant

a drop of water if creating water or a few grains of sand if destroying it

You either create or destroy water (choose one).

Create Water (choose one):
• Create up to 10 gallons of clean water in an open container.
• The water falls as rain in a 30 ft. cube, extinguishing exposed flames in the area.

Destroy Water (choose one):
• Destroy up to 10 gallons of water in an open container.
• Destroy fog in a 30ft. cube.

Upcast⤴: +5 ft. & +10 gallons created/destroyed per slot above 1st.

Cleric 1st level: Transmutation

Cure Wounds

  • casting time
  • rangeTouch

  • componentsV, S
  • durationInstant

Touch creature:

They regain 1d8 + Your spellcasting ability mod.
(no effect on undead or constructs.)

Upcast⤴: +1d8 per slot above 1st.

Cleric *(Life) 1st level: Evocation

Detect Evil and Good ©

  • casting time
  • rangeSelf

  • componentsV, S
  • durationUp to 🕛 10m

You know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 ft. of you, as well as where the creature is located.

The same goes for places or objects that've been magically consecrated or desecrated.

This spell can penetrate most barriers, but it is blocked by 1 ft. of stone, 1 in. of common metal, a thin sheet of lead, or 3 ft. of wood or dirt.

Cleric 1st level: Divination

Detect Magic ® ©

  • casting time
  • rangeSelf

  • componentsV, S
  • durationUp to 🕛 10m

Sense the presence of magic within 30 ft. of you.

If you sense magic in this way, you can ⚡ to see a faint aura around any visible creature or object in the area that bears magic, and also learn its school of magic, if any.

This spell can penetrate most barriers, but it is blocked by 1 ft. of stone, 1 in. of common metal, a thin sheet of lead, or 3 ft. of wood or dirt.

Cleric *(Arcana) 1st level: Divination

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Detect Poison and Disease ® ©

  • casting time
  • rangeSelf

  • componentsV, S, M
  • durationUp to 🕛 10m

a yew leaf

Sense the presence and location of poisons, poisonous creatures, and diseases within 30 ft. Also identify the kind of poison, poisonous creature, or disease in each case.

This spell can penetrate most barriers, but it is blocked by 1 ft. of stone, 1 in. of common metal, a thin sheet of lead, or 3 ft. of wood or dirt.

Cleric 1st level: Divination

Guiding Bolt

  • casting time
  • range120 ft. (24 squares)

  • componentsV, S
  • duration🕛 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level: or higher, the damage increases by 1d6 for each slot level above 1st.

Cleric 1st level: Evocation

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