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Druidcraft

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

,Whispering to the spirits of nature, you create one of the following effects within range.,
• Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.,
• Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.,
• Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.,
• Fire Play. You light or snuff out a candle, a torch, or a campfire.

Ranger, Transmutation cantrip

Bless

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration 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,, 1st level Enchantment

Divine Favor

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • duration1 minute

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

Paladin, 1st level Evocation

Divine Smite

  • casting time1 bonus action
  • rangeSelf*

  • componentsV, S
  • durationConcentration up to 1 minute

,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.,
* - Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike

Paladin,, 1st level Evocation

Ensnaring Strike

  • casting time1 bonus action
  • rangeSelf*

  • componentsV
  • durationConcentration up to 1 minute

,As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. ,On a successful save, the vines shrivel away, and the spell ends.,
While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.,
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.,
* - which you take immediately after hitting a creature with a weapon

Paladin, 1st level Conjuration

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration up to 1 minute

,A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.,
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Paladin 1st level Enchantment

Shield of Faith

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, 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.

Cleric 1st level Abjuration

Speak with Animals (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

,For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence actions skill options with them.,
Most Beasts have little to say about topics that dont pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Paladin, 1st level Divination

Find Steed

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

,You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.,
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steeds creature typeCelestial, Fey, or Fiendwhich determines certain traits in the stat block.,
Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.,
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.,
Using a Higher-Level Spell Slot. Use the spell slots level for the spells level in the stat block.

Paladin, 2nd level Conjuration

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Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • duration,1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.,
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 35 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Cleric 2nd level Transmutation

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Bard,, 2nd level Conjuration

Moonbeam

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.,
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), , it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.,
Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 2.

Druid 2nd level Evocation

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

,Up to five creatures of your choice who remain within range for the spells entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature cant be affected by this spell again until that creature finishes a Long Rest.,
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.

Cleric, 2nd level Abjuration

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