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up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save
  • range the vines shrivel away. While restrained by this spell

  • components the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success
  • duration the target is freed. At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st.;Paladin (Ancients)

Paladin a writhing mass of thorny vines appears at the point of impact

S;10 minutes;You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence

  • casting time beasts can give you information about nearby locations and monsters
  • range including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you

  • components at the DM's discretion.;Paladin (Ancients)
  • duration

Paladin but at minimum

you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines

  • casting time it frees itself and the vines vanish.;Paladin (Ancients)
  • range

Paladin the creature repeats the saving throw at the end of each of its turns. On a success

S

  • casting time you present your holy symbol
  • range and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save

  • components the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can
  • duration and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action

it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move

Paladin M;Up to 1 minute;You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action

when you hit a creature with a melee weapon attack

  • casting time in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot
  • range plus 1d8 for each spell level higher than 1st

  • components to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.;Paladin
  • duration

Paladin you can expend one spell slot to deal radiant damage to the target

and powerful good rings like heavenly music in your ears. As an action

  • casting time you know the location of any celestial
  • range fiend

  • components or undead within 60 feet of you that is not behind total cover. You know the type (celestial
  • duration fiend

or undead) of any being whose presence you sense

Paladin you can open your awareness to detect such forces. Until the end of your next turn

you can restore a total number of hit points equal to your paladin level x 5. As an action

  • casting time up to the maximum amount remaining in your pool. Alternatively
  • range you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands

  • components expending hit points separately for each one. This feature has no effect on undead and constructs.;Paladin
  • duration

Paladin you can touch a creature and draw power from the pool to restore a number of hit points to that creature

1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration 1;Ensnaring Strike;1st level Conjuration;1 bonus action;Self;V;Concentration
1;Speak with Animals (ritual);1st level Divination;1 action;Self;V 1;Speak with Animals (ritual);1st level Divination;1 action;Self;V
1;Nature's Wrath;1st level Channel Divinity;1 action;1 creature within 10 feet;-;Instantaneous;You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action 1;Nature's Wrath;1st level Channel Divinity;1 action;1 creature within 10 feet;-;Instantaneous;You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action
1;Turn the Faithless;1st level Channel Divinity;1 action;30 feet;V 1;Turn the Faithless;1st level Channel Divinity;1 action;30 feet;V
2;Divine Smite;2nd level Paladin;1 attack;1 melee weapon;1 spell slot;Instantaneous;Starting at 2nd level 2;Divine Smite;2nd level Paladin;1 attack;1 melee weapon;1 spell slot;Instantaneous;Starting at 2nd level
1;Divine Sense;1st level Paladin;1 action;60 feet;-;1 round;The presence of strong evil registers on your senses like a noxious odor 1;Divine Sense;1st level Paladin;1 action;60 feet;-;1 round;The presence of strong evil registers on your senses like a noxious odor
1;Lay on Hands;1st level Paladin;1 action;Touch;S;Instantaneous;Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool 1;Lay on Hands;1st level Paladin;1 action;Touch;S;Instantaneous;Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool