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Aid

  • casting time
  • range30 ft. (6 squares)

  • componentsV, S, M
  • duration🕛 8h

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve.

🎯 up to 3 creatures:

Their current, and maximum, 💕 increase by 5 until the spell ends.

Upcast⤴ +5 💕 per slot above 2nd.

Cleric 2nd level: Abjuration

Augury ®

  • casting time🕛 1m
  • rangeSelf

  • componentsV, S, M
  • durationInstant

specially marked sticks, bones, or similar tokens worth at least 25 gp

Divine (e.g. casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards):

You receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30m.

The DM chooses from the following omens:
Weal - Good results
Woe - Bad results
Weal & woe - Both good and bad results
Nothing - Results that aren't really either

This spell doesn't take into account any possible circumstances that might change the outcome.(e.g. casting more spells, gaining companions)

Each cast after the 1st has a cumulative +25% of a random result (the DM rolls secretly), but resets after a long rest.

Cleric *(Knowledge) 2nd level: Divination

Blindness/Deafness

  • casting time
  • range30 ft. (6 squares)

  • componentsV
  • duration🕛 1m

You can blind or deafen a foe.

🎯 1 visible creature:

They make a Con saving throw.
Fail: They become either blinded or deafened (your choice) until the spell ends.

They can make a Con saving throw at the end of each of their turns.
Success: the spell ends.

Upcast⤴ +1 🎯 per slot above 2nd.

Cleric *(Death) 2nd level: Necromancy

Calm Emotions ©

  • casting time
  • range60 ft. (12 squares)

  • componentsV, S
  • durationUp to 🕛 1m

You attempt to suppress strong emotions in a group of people.

🎯 20 ft. radius sphere centered on a point:

Each humanoid within the area makes a Char saving throw (they can choose to fail).
Fail: Choose one per target:

• Until the spell ends, suppress any effect causing a target to be charmed or frightened. When the spell ends, the effects resume if they haven't expired yet.

• Make a target indifferent about creatures
of your choice that it's hostile toward.
This ends if the target is attacked, harmed by a spell, or witnesses their friend be harmed.
When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Cleric 2nd level: Enchantment

Continual Flame

  • casting time
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

ruby dust worth 50 gp, which the spell consumes

🎯 1 object:

A flame springs forth from the object,
equivalent in brightness to a torch.

It looks like a regular flame,
but creates no heat & doesn't use oxygen.

It can be covered or hidden,
but not smothered or quenched.

Cleric 2nd level: Evocation

Enhance Ability ©

  • casting time
  • rangeTouch

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

fur or a feather from a beast

🎯 1 creature:

They gain bonuses until the spell ends (choose 1).

Bear's Endurance: Advantage on Con checks,
& +2d6 temporary 💕.

Bull's Strength: Advantage on Str checks,
& carrying capacity doubles.

Cat's Grace: Advantage on Dex checks, & no fall damage from ≤ 20 ft. (unless incapacitated)

Eagle's Splendor: Advantage on Char checks.

Fox's Cunning: Advantage on Int checks.

Owl's Wisdom: Advantage on Wis checks.

Upcast⤴ +1 target per slot above 2nd.

Cleric 2nd level: Transmutation

Find Traps

  • casting time
  • range120 ft. (24 squares)

  • componentsV, S
  • durationInstant

Sense the presence of traps within range that are also within line of sight:

Learn that traps are present.
Learn the nature of the danger of the traps.
DON'T learn the location of each trap.

(For the purpose of this spell, a trap includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator.

Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.)

Cleric 2nd level: Divination

Gentle Repose ®

  • casting time
  • rangeTouch

  • componentsV, S, M
  • duration10 days

a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration

🎯 1 corpse / other remains:

The target is protected from decay,
& can't become undead until the spell ends.

(This effectively extends the time limit on raising the target from the dead, since time spent under the influence of this spell doesn't count against the time limit of spells such as 'Raise Dead'.)

Cleric *(Grave) 2nd level: Necromancy

Hold Person ©

  • casting time
  • range60 ft. (12 squares)

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

a small, straight piece of iron

🎯 1 visible humanoid:

They make a Wis saving throw.
Fail: They become paralysed until the spell ends.

At the end of each of their turns,
they can make another Wis saving throw.
Succeed: The spell ends on them.

Upcast⤴ +1 🎯 per slot above 2nd.
(they must be within 30 ft. of each other on 🎯)

Cleric 2nd level: Enchantment

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