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Isolate [1/2]

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

You cause a creature within range to take on a form that reflects its innermost evil. The target must succeed on a Wisdom saving throw or assume an unsettling, monstrous appearance for the duration. While transformed, the creature is plagued with dread and takes 1d8 psychic damage at the start of each of its turns. A creature reduced to 0 hit points by the psychic damage falls unconscious but is stable.

This spell causes allies of the affected creature to be repulsed by the sight of them. Until the spell ends, any creature who attempts to heal the affected creature, target the affected creature with a beneficial spell, or render other forms of aid to the affected creature must succeed on a Wisdom saving throw. On a failed save, the creature rendering aid to the affected creature must choose a new target for the spell or effect, or the spell or effect fails.

This spell doesn’t prevent the affected creature from benefiting from area effects, such as standing inside a magic circle. If the affected creature honestly surrenders, allows itself to be captured, or performs a selfless act on another’s behalf, the isolate spell immediately ends.

This spell has no effect on a creature that is immune

Cleric (Night Domain) 3rd level Illusion

Isolate [2/2]

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

to psychic damage.

Cleric (Night Domain) 3rd level Illusion

Healing Haze

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a drop of water and a puff of air

A cloud of silvery mist materializes in a 10-footradius sphere within range, obscuring everything within it. As a bonus action on your turn, you can move the cloud up to 30 feet in any direction. While concentrating on the spell, you can use an action to have the cloud sprinkle a gentle drizzle of rainfall down on anything within the fog. Each creature caught in the rain regains hit points equal to 1d6 + your spellcasting ability modifier.

Cleric (Night Domain) 2nd level conjuration

Guiding Stars

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 hour

Small floating stars appear, marking the safest pathway out of an area (if one exists). They twinkle brightest the moment before danger emerges, preventing you from being surprised during combat for the spell’s duration.

You can end the spell early as a bonus action. When you do, you can grant yourself or an allied creature within range advantage on its next ability check, attack roll, or saving throw.

Cleric (Night Domain) 2nd level Divination

Cymatic Sight

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

a small ceramic plate and a lock of horse hair

You amplify your connection to the energies of the earth, granting you the ability to detect movement through vibrations. For the duration of the spell, you have tremorsense out to a range of 60 feet.

The tremorsense allows you to detect and pinpoint the origin of vibrations within range, provided that you and the source of the vibrations are in contact with the same solid or liquid (for example, ground or water). Tremorsense can only be used to detect vibrations from a source that is in direct contact with the same solid or liquids you are in contact with. The tremorsense cannot be used to detect flying creatures.

Cleric (Night Domain) 2nd level Transmutation

Bad Berry

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 6 Hours

a food item

You weave an insidious curse into a single piece of food. The foodstuff becomes far more appetizing to the senses: loaves and pies plump and exude an inviting aroma, apples become brightly colored and have a noticeable shine, and thin stews become meals fit for a king. Yet, however appealing the food may seem, it tastes of ash.

A creature that has even the smallest bite of the cursed food must make a Constitution saving throw, taking 4d8 necrotic damage and becoming poisoned on a failure or taking half as much damage on a success. The poisoned effect lasts for 12 hours.

Cleric (Night Domain) 2nd level Transmutation

Khaluz's Blessing

  • casting time 1 action
  • range touch

  • components V, M
  • duration Concentration, up to 1 minute

a melee weapon

You chant a holy phrase as the weapon in your hand begins to glow. You can channel this light into burning rays that scorch your enemies. The weapon radiates bright light in a 30-foot radius and dim light for an additional 30 feet.

When you cast this spell, you use the weapon’s light to make a ranged spell attack against a creature you can see within 60 feet. On a hit, the target takes 1d8 radiant damage. Once per turn and while concentrating on the spell, as an action you can repeat the attack. If a feature (like Extra Attack) grants you one or more additional attacks when you take the Attack action, you can only use one of your attacks to launch the burning rays. You use your additional attacks normally.

AT HIGHER LEVELS. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 1st.

Cleric (Night Domain) 1st level Evocation

Hearth & Home

  • casting time 10 minutes
  • range 5 feet

  • components V, S, M
  • duration 24 hours

A small flintstone and a pile of tinder, which the spell consumes

You conjure a small flagstone hearth in a space within 5 feet of you. The hearth is lit with a magical flame that emits bright light in a 20-foot radius, dim light for an additional 20 feet, and tangible warmth. For the duration, you can light or extinguish this flame as an action, but otherwise, the hearth remains lit until dispelled.

While the hearth is lit, you can sense where it is in your mind and know the shortest (though not the safest) path to reach it. If you move farther than 1 mile from the conjured hearth or cast this spell again, the hearth disappears and the spell ends.

Cleric (Night Domain) 1st level Conjuration

Glinteye

  • casting time 1 action
  • range Self (30 Feet)

  • components M
  • duration 1 minute

A fine quartz crystal worth at least 100 gp.

Holding the crystal up to your eyeline and looking through it, you perceive the true value of objects. For the duration of the spell, you can instantly determine the following information about any object you can see within 30 feet of you:

The object’s approximate worth in gp, and a fair market price for the object (if any)

Whether or not the object possesses a magical aura
Any historical or scholarly significance possessed by the object

Whether or not the object was stolen within the last 10 days

Cleric (Night Domain) 1st Level Divination

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Stellar Bodies

  • casting time 1 action
  • range Special

  • components V, S
  • duration 1 Minute

You create two small stars that orbit you. They twinkle pleasantly, shedding dim light in a 10 foot radius centered on you. The stars protect you. If a creature within 5 feet of you hits you with a melee attack they must make a Wisdom saving throw or take 1d8 points of radiant damage for each star orbiting you.

Once per round, on your turn, you may use your action to cause a star to streak towards an enemy, expending it as it explodes in a blinding flash. Make a ranged spell attack against an enemy within 120 feet, dealing 4d8 points of radiant damage on a hit. The target must then make a Constitution saving throw or be blinded until the start of your next turn.

The spell ends when either its duration expires, you fall unconscious, or you have expended all of your stars.

AT HIGHER LEVELS. When you cast this spell using a spell slot above 4th level, you may create one additional star for every two slot levels above 4th. For each additional star orbiting you, the radius of dim light centered on you increases by 5 feet.

Cleric (Night Domain) 4th Level Evocation

Shape Plants [1/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous, Special

You call upon gentle natural magics to alter the growth of plants. Any plant life you can see within range that fits within a 5-foot cube can take on whatever shape you desire. Additionally, if the plant is a bramble or capable of growing thorns, you may turn the affected area into difficult terrain, causing 2d4 points of piercing damage for every 5 feet moved through the area you shaped. You may also increase or decrease the number of flowers, vines, leaves, thorns, branches, or fruits produced by any plant you shape.

After one hour, the magic of your spell fades, and the plant resumes its normal shape. If you can use speak with plants (or a similar ability) to communicate with the plant, you may persuade it to retain its new form. Different plants have different feelings and attitudes, and if the form is too different from its natural shape it is likely to decline. If the plant accepts, at the GM’s discretion, it will retain the form you have sculpted it into, in which case the effect becomes permanent.

AT HIGHER LEVELS. When you cast this spell using a spell slot above 4th level, the size of the cube of plant life you can affect with the spell increases by an additional 5 feet for every slot

Cleric (Night Domain) 4th level Transmutation

Shape Plants [2/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous, Special

level above 4th.

Cleric (Night Domain) 4th level Transmutation

Invoke the Amaranthine

  • casting time 10 minutes, Special
  • range Self, Special

  • components V, S, M
  • duration 24 Hours

A holy symbol of the amaramthine being invoked

You call upon the power of an Amaranthine to grant yourself insight into the Great Rhythm that moves all things. When you cast this spell, roll two d20s, and record what you rolled.
For each die, choose either attack roll, skill check, or saving throw. You can choose each option multiple times. For the next 24 hours, you may substitute any roll of an ally or enemy
you can see within 60 feet with one of the recorded numbers that matches the type of roll you wish to replace (attack roll, skill check, or saving throw). The target still adds any relevant
modifiers to this number, but otherwise treat the substituted number as the number they rolled.

To do this, you must spend a reaction to present your holy symbol and invoke the name of the Amaranthine whose energies you called upon. You can do this anytime after the skill check, saving throw or attack has been rolled, but before the outcome of the event has been determined. The spell ends after 24 hours have passed, or when both dice have been expended.

Cleric (Night Domain) 3rd level Divination

Elevated Sight

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You cast your eyes skyward, granting you sight from a higher vantage point. You project your vision to see through an invisible sensor which appears in a spot up to 120 feet above you. You can see through the sensor as if you were flying, granting a full 360 degree view from its location.

The sensor moves with you, retaining its height in relation to you. You can use a bonus action to adjust the sensor's height, but only to a maximum of 120 feet above you.

While looking through this sensor you are blind, though you can switch between seeing through the sensor or through your own eyes at any time during your turn.

Cleric (Night Domain) 1st level divination

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