Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Danger Sense

  • casting timeFeature
  • range

You have 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 Bocke

Dash + Goring Rush

  • casting timeAction + bonus action
  • range>20 feet

Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

See action Horns.

Minatour Bocke

Greateaxe

  • casting timeAction
  • rangeMelee

Heavy, two-handed

Attack: 1d20 +5
Damage: 1d12 +3
Damage type: Slashing

Martial Melee Weapon Bocke

Hammering Horns

  • casting timeBonus action
  • rangeMelee

Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficency bonus + your Strength modifier, you push it up to 10 feet away from you.

Opponent Save DC: 13

Minatour Bocke

Horns

  • casting timeAction
  • rangeMelee

Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Attack: 1d20 +5
Damage: 1d6 +3
Damage type: Piercing

Minatour Bocke

Javelin

  • casting timeAction
  • rangeMelee + Ranged 30/120

Melee:
Attack: 1d20 +5
Damage: 1d6 +3

Thrown, boomerang properties (comes back in one round):
Attack: 1d20 +4
Damage: 1d6 +2

Damage type: Piercing

Simple Melee Weapon Bocke

Rage

  • casting timeBonus action
  • range

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 +2 bonus to the damage roll.
* You have resistance to bludgeoning, piercing, and slashing damage.

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.

Charges: 3 /long rest

Barbarian Bocke

Reckless Attack

  • casting timeFeature
  • range

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 Bocke

Shortbow

  • casting timeAction
  • rangeRanged 80/320

Ammunition, two-handed

Attack: 1d20 +4
Damage: 1d6 +2
Damage type: Piercing

Simple Ranged Weapon Bocke


Magic Awareness

  • casting timeAction
  • range

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Charges: 2 /long rest

Barbarian Bocke

Wild Surge (1/2)

  • casting timeFeature
  • range

When you enter your rage, roll (1d8) on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

1. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.

2. You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

3. An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.

Barbarian Bocke

Wild Surge (2/2) [1/2]

  • casting timeFeature
  • range

4. Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

5. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.

6. Until your rage ends, you are surrounded by multicolored, protective lights. You gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

7. Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

8. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your

Barbarian Bocke

Wild Surge (2/2) [2/2]

  • casting timeFeature
  • range

next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Barbarian Bocke

Faerie Fire

  • casting timeAction
  • range<60 feet

  • componentsV
  • durationConentration, up to 1 minute

Target: Each object in a 20-foot cube within range.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Charges: 1 /long rest

1st level evocation Jack

Favored Enemy

  • casting timeFeature
  • range

You have significant experience studying, tracking, hunting, and even talking to Undead.
You have advantage on Wisdom (Survival) checks to track Undead, as well as on Intelligence checks to recall information about them.

Ranger Jack

Fighting Style: Two-Weapon Fighting

  • casting timeBonus action
  • range

When you take the Attack action and attack with a light melee weapon that you are holding in one hand, you can use a bonus action to attack with a different light melee weapon that you are holding in your other hand.
If either weapon has the throw property, you can throw the weapon, instead of making a melee attach with it.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ranger Jack

Natural Explorer

  • casting timeFeature
  • range

You are particularly familiar with Artic environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:
* Difficult terrain doesn't slow your group's travel.
* Your group can't become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Ranger Jack

Primeval Awareness

  • casting timeAction
  • range

  • components
  • duration1 minute

You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain):
Aberrations, celestials, dragons, elementals, fey, fiends, and undead.
This feature doesn't reveal the creatures' location or number.

Ranger Jack


Shortsword

  • casting timeAction
  • rangeMelee

Finess, light

Attack: 1d20 +4
Damage: 1d6 +2
Damage type: Piercing

Martial Melee Weapon Jack

Channel Divinity: Sacred Weapon

  • casting timeAction
  • range

  • components
  • duration1 minute

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Paladin Karl-Bertil

Channel Divinity: Turn the Unholy

  • casting timeAction
  • range30 feet

  • components
  • duration1 minute

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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, 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, the creature can use the Dodge action.

Paladin Karl-Bertil

Divine Sense

  • casting timeAction
  • range<60 feet

  • components
  • duration1 round

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Charges: 4 /long rest

Paladin Karl-Bertil

Divine Smite

  • casting timeAfter a melee weapon attack
  • rangeMelee

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot. The damage increases by 1d8 if the target is an undead or a fiend.

Paladin Karl-Bertil

Fighting Style: Protection

  • casting timeReaction
  • rangeMelee

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Paladin Karl-Bertil

Lay on Hands

  • casting timeAction
  • rangeTouch

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, 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, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Pool: 15 /long rest

Paladin Karl-Bertil

Morningstar

  • casting timeAction
  • rangeMelee

Attack: 1d20 +5
Damage: 1d8 +3
Damage type: Piercing

Martial Melee Weapon Karl-Bertil

Quaterstaff

  • casting timeAction
  • rangeMelee

Versitile (1d8)

Attack: 1d20 +5
Damage:
* One hand: 1d6 +3
* Two hands: 1d8 +3
Damage type: Bludgeoning

Simple Melee Weapon Karl-Bertil


Built for Success

  • casting timeFeature
  • range

You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Charges: 2 /long rest

Autognome Spark

Dagger

  • casting timeAction
  • rangeMelee + Ranged 20/60

Finesse, light

Attack: 1d20 +3
Damage: 1d4 +1
Damage type: Piercing

Simple Melee Weapon Spark

Healing Machine

  • casting timeFeature
  • range

If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: Cure Wounds, Healing Word, Mass Cure Wounds, Mass Healing Word, and Spare the Dying.

Autognome Spark

Light Crossbow

  • casting timeAction
  • rangeRanged 80/320

Ammunition, loading, two-handed

Attack: 1d20 +2
Damage: 1d8
Damage type: Piercing

Simple Ranged Weapon Spark

Metal rod (club)

  • casting timeAction
  • rangeMelee

Light

Attack: 1d20 +1
Damage: 1d4 +1
Damage type: Bludgeoning

Simple Melee Weapon Spark

Metamagic

  • casting timeAdd to a spell
  • range

You have the ability to twist your spells to suit your needs. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

* Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
* Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Sorcerer Spark

Restore Balance

  • casting timeReaction
  • range<60 feet

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Charges: 2 /long rest

Sorcerer Spark

Two-Weapon Fighting

  • casting timeBonus action
  • range

When you take the Attack action and attack with a light melee weapon that you are holding in one hand, you can use a bonus action to attack with a different light melee weapon that you are holding in your other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the throw property, you can throw the weapon, instead of making a melee attach with it.

All Spark

Flexible Casting

  • casting timeFeature
  • range

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.

Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points: As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

1st spell slot level = 2 Sorcery Points
2nd spell slot level = 3 Sorcery Points

Sorcerer Spark


Bite

  • casting timeAction
  • rangeMelee

Attack: 1d20 +3
Damage: 1d4 +1
Damage type: Piercing

Melee Weapon Zero

Incorporeal Movement

  • casting timeMovement
  • range

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 1d6 force damage if it ends its turn inside an object.

Ghost Zero

Bark

  • casting timeBonus action
  • range<15 feet

The dog barks at a creature within 15 of it. If the creature can hear, it must succeed on a DC 11 Wisdom saving throw or become frightened until the end of the dogs next turn. Creatures affected by the Unwavering Loyalty trait automatically succeed on this saving throw.

Dog Zero