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Boots of Mist

  • casting time Bonus Action
  • range 50 Feet

  • components
  • duration

Allows you to cast Misty Step.

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Magical Item

Amulet of Shapeshifting

  • casting time 1 Bonus Action
  • range -

  • components
  • duration

In combat, this amulet allows you to use a bonus action to transform from one Wild Shape form to another, without having to transform back into a humanoid first. Damage taken from your current wildshape transfers over to your new form. This transformation does not count towards your two charges of Wild Shape per day.

Druid Ability

Breath Weapon (Bronze)

  • casting time 1 Action
  • range Reach

  • components
  • duration

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Dragonborn Ability

Bracer of Flying Elemental Daggers

  • casting time 1 action
  • range 20 / 60 feet

  • components .
  • duration Instantaneous

This magic armband contains a never-ending supply of throwing daggers. When you pull two daggers from the bracer as an action, you can immediately make two ranged attacks with them. Whether they hit or miss, the daggers immediately disappear.

For Each Dagger:
Hit/DC: +5
Damage: +1D6 Piercing Elemental Damage

Elemental Damage Types: Acid, Cold, Fire, Lightning, Thunder

Rogue Magical Item

Cunning Action

  • casting time Bonus Action
  • range 0

  • components .
  • duration Instantaneous

You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Rogue Ability

Fast Hands

  • casting time Bonus Action
  • range 0

  • components .
  • duration Instantaneous

You can use the bonus action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Rogue Ability

Sneak Attack

  • casting time Bonus Action
  • range 0

  • components .
  • duration Instantaneous

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Rogue Ability

Sending Stone A

  • casting time Action
  • range 0

  • components .
  • duration Instantaneous

Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Magical Item

Sending Stone B

  • casting time Action
  • range 0

  • components .
  • duration Instantaneous

Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Magical Item

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Primeval Awareness

  • casting time 1 Action
  • range 6 Miles

  • components 1 Spell Slot
  • duration 1 Minute/Level

Beginning at 3rd level, 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 Ability

Horde Breaker

  • casting time 1 Action
  • range Reach

  • components -
  • duration -

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Ranger Ability

Smoking Arrows x5

  • casting time 1 Action
  • range Reach

  • components -
  • duration -

To be used with Short/Long Bow Attacks:

Arrows with a small clay head with an opening inside, containing a reactive chemical. On hit, the chemical releases smoke in a 10ft sphere, heavily obscuring vision in that area. The smoke lasts for 10 rounds, unless removed by a strong wind. Deals bludgeoning damage.

Magical Item

Fire Arrows x5

  • casting time 1 Action
  • range Reach

  • components -
  • duration -

To be used with Short/Long Bow Attacks:

Deals 1d4 extra fire damage and ignites non-worn, non-carried flammable materials.

Magical Item

Net Arrows x5

  • casting time 1 Action
  • range 20 Foot Radius.

  • components -
  • duration -

To be used with Short/Long Bow Attacks:

The targets must succeed on a Strength saving throw or be restrained.

A Large or larger creature has advantage on this saving throw. DC15. If the target succeeds on the save, the ropes break.

A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. It will try to break restraint once at the beginning of its turn.

Magical Item

Wild Shape

  • casting time 1 Action
  • range Reach

  • components
  • duration

You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Druid Ability

Wild Shape (Rules)

  • casting time 1 Action
  • range Reach

  • components
  • duration

Your game stats are replaced by the stats of the beast, but you retain your personality, and Intelligence, Wisdom, and Charisma scores.

When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.

Druid Ability

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