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Speak with Animals (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 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, but at minimum, beasts can give you information about nearby locations and monsters, 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, at the DM's discretion.

Barbarian 1st level Divination

Beast Sense (ritual)

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationConcentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Barbarian 2nd level Divination

Commune with Nature (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes of existence
• buildings.
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Barbarian (*)(Forest)(Arctic) 5th level Divination

Rage

  • casting time1 bonus action
  • rangeSelf

  • componentsNone
  • duration1 minute

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: -You have advantage on Strength checks and Strength saving throws. -When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. -You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Barbarian Class Ability

Unarmored Defense

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationAlways

While you are not wearing any armor, your Armor⁠ Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Barbarian Class Ability

Stone's Endurance

  • casting timeReaction
  • rangeSelf

  • componentsNone
  • durationInstantaneous

You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Barbarian Racial Ability

Powerful Build

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationAlways

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Barbarian Racial Ability

Mountain Born

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationAlways

You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.

Barbarian Racial Ability

Rustic Hospitality

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationAlways

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Barbarian Background Ability

1 1
2 2
5 5
C C
C C
R R
R R
R R
B B

Reckless Attack

  • casting timeFree action
  • rangeSelf

  • componentsNone
  • duration1 round

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to a⁠ttack recklessly. Doing so gives you advantage on melee weapon a⁠ttack rolls using Strength during this turn, but atta⁠ck rolls against you have advantage until your next turn.

Barbarian Class Ability

Danger Sense

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationAlways

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Barbarian Class Ability

Spirit Seeker

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationAlways

Yours is a path that seeks attunement⁠ with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

Barbarian Class Ability

Totem Spirit

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationAlways

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet⁠ or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit⁠. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Barbarian Class PotTW Ability

Totem Spirit: Wolf

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationAlways

While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Barbarian Class PotTW Ability

Aspect Of The Beast: Eagle

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationAlways

You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Barbarian Class PotTW Ability

Extra Attack

  • casting time1 action
  • rangeSelf

  • componentsNone
  • durationInstantaneous

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Barbarian Class Ability

Feral Instinct

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationInstantaneous

By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Barbarian Class Ability

Brutal Critical

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationInstantaneous

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Barbarian Class Ability

C C
C C
C C
C C
C C
C C
C C
C C
C C

Spirit Walker

  • casting timePassive
  • rangeSelf

  • componentsNone
  • durationInstantaneous

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Barbarian Class Ability

C C