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  • casting timeCan prepare a new spell at the end of a long rest
  • rangePrayer and meditation

  • components1 minute per spell level
  • durationPrepare: [Level(13)] + [WIS(5)] = 18 spells

    Cantrips and the 10 Light Domain spells do not count.

    Hands and using spell components:
    • Somatic - with Holy symbol on shield and Warcaster, either hand may provide. Without Warcaster, must have free hand for most casting, or just move the non-shield thing to the shield hand for the casting
    • Material - if the material component has no cost and is not consumed then shield hand may provide the material component
    • - otherwise, only a free hand may provide the material component.

Basic Rules

Cleric

Sacred Flame

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8+5), and 17th level (4d8).

Cleric Evocation cantrip

Sacred Flame

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8+5), and 17th level (4d8).

Cleric Evocation cantrip

Resistance

  • casting time1 action
  • rangeTouch

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

a miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Cleric Abjuration cantrip

Summon Celestial

  • casting time1 action
  • range90 feet

  • componentsV, S, M($)
  • durationConcentration, up to 1hr

a golden reliquary worth at least 500 gp

You call forth a celestial spirit. It manifests in an angelic form(eg: alicorn, solar) in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

When cast@L5, Cel heals 2d8+5 1/day
Defender: AC18 HP40 fly40 2xMelee: d10+8, eachHitGivesD10tempHPwithin10'ofTarget
Avenger: -2AC,2xRanged 2d6+7longbow

TCE oculi Dei custodibus 5th-Level Conjuration

Summon Celestial

  • casting time1 action
  • range90 feet

  • componentsV, S, M($)
  • durationConcentration, up to 1 hour

a golden reliquary worth at least 500 gp

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

L11 Cleric stats, Defender:
AC18 HP40 fly40 2xMelee: d10+3+L,eachHitGivesD10tempHPin10'ofTarget
Avenger: -2AC,2d6+7non-healingLongbow;CR==L

TCE 5th-Level Conjuration

Summon Celestial

  • casting time1 action
  • range90 feet

  • componentsV, S, M($)
  • durationConcentration, up to 1 hour

a golden reliquary worth at least 500 gp

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

L11 Cleric stats, Defender:
AC18 HP40 fly40 2xMelee: d10+3+L,eachHitGivesD10tempHPin10'ofTarget
Avenger: -2AC,2d6+7non-healingLongbow;CR==L

TCE 5th-Level Conjuration

Conjure Celestial

  • casting time1 minute
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1hr

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment.
If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial's statistics.

At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

Sample Celestials:
Pegasus(CR2), Couatl(CR4), Winged Lion(CR4, Theros), Winged Bull(CR4, Theros)

[deus] opus auxilium 7th-level conjuration

Divine Word

  • casting time1 bonus action
  • range30 feet

  • componentsV
  • durationInstantaneous

You utter a divine word, imbued with the power that shaped the world at the dawn of creation.
Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw.
On a failed save, a creature suffers an effect based on its current hit points:
• 50 hit points or fewer: deafened for 1 minute
• 40 hit points or fewer: deafened and blinded for 10 minutes
• 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
• 20 hit points or fewer: killed instantly Regardless of its current hit points.

A celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.

deus locutus est 7th-level evocation

Prepare Spells Prepare Spells
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Etherealness

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationUp to 8 hours

You step into the border regions of the Ethereal Plane, where it overlaps with your current plane, where you remain for the duration or until you use your action to dismiss the spell. You can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected/perceived by other creatures on that plane. You ignore all objects and effects that aren't on the Ethereal Plane.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels. You can target up to three willing creatures, within 10 feet, for each slot level above 7th.

ubi deus non videt 7th-level transmutation

Fire Storm

  • casting time1 action
  • range150 feet

  • componentsV, S
  • durationInstantaneous

A storm made up of sheets of roaring flame appears in a location you choose within range.
The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.

ignis de caelo 7th-level evocation

Plane Shift

  • casting time1 action
  • rangeTouch

  • componentsV, S, M($)
  • durationInstantaneous

forked metal rod worth 250+ gp, attuned to a plane of existence

You and up to eight willing creatures who link hands in a circle are transported to a different plane.
You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane, this spell can take you to that circle. If the teleportation circle is too small for all the creatures you transported, they appear in the closest unoccupied spaces.
You can use this spell to banish an unwilling creature to another plane. Make a melee spell attack against a creature. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your plane of existence.

PHB 7th-level conjuration

Regenerate

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a prayer wheel and holy water

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

PHB 7th-level transmutation

Resurrection

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M($C)
  • durationInstantaneous

a diamond worth at least 1,000 gp, which the spell consumes

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

PHB 7th-level necromancy

Symbol [1/3]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M($C)
  • durationUntil dispelled / triggered

mercury+phosphorus+pwdDiamond+opal, 1000+ gp, consumed

When you cast this spell, you inscribe a harmful glyph either on a surface or within an object that can be closed to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. It's nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find.
You decide what triggers the glyph when you cast the spell. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or kind (eg: could affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the

PHB 7th-level abjuration

Symbol [2/3]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M($C)
  • durationUntil dispelled / triggered

mercury+phosphorus+pwdDiamond+opal, 1000+ gp, consumed

glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute and is incapable of meaningful communication. It has disadvantage on attack rolls and ability checks.
Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move 30+ feet away from the glyph on each of its turns, if able.
Hopelessness. Each target must make a Charisma

PHB 7th-level abjuration

Symbol [3/3]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M($C)
  • durationUntil dispelled / triggered

mercury+phosphorus+pwdDiamond+opal, 1000+ gp, consumed

saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

PHB 7th-level abjuration

Temple of The Gods [1/2]

  • casting time1 hour
  • range120 feet

  • componentsV, S, M($)
  • duration24 hours

a holy symbol worth at least 5 gp

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side.
The temple remains until the spell ends. It is dedicated to whatever god is represented by the holy symbol. You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls(windows), and a roof, with one door granting access to the interior. Only you and any creatures you designate when you cast the spell can open or close the door. The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and how bright or dim.
The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On

XGE 7th-level conjuration

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Temple of The Gods [2/2]

  • casting time1 hour
  • range120 feet

  • componentsV, S, M($)
  • duration24 hours

a holy symbol worth at least 5 gp

a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it, whenever it makes an attack, ability check, or saving throw inside the temple, it must subtract a d4 from the d20 roll.
In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.

XGE 7th-level conjuration

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