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,Dash, 

  • casting time
  • range

  • components,When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.,Generic
  • duration

Artificer ,1 action, 

,Disengage, 

  • casting time
  • range

  • components,If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.,Generic
  • duration

Artificer ,1 action, 

,Dodge, 

  • casting time
  • range

  • components,When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in the appendix) or if your speed drops to 0.,Generic
  • duration

Artificer ,1 action, 

,Grapple, 

  • casting time
  • range

  • components,When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).,Generic
  • duration

Artificer ,1 action, 

,Help, 

  • casting time
  • range

  • components,You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.,Generic
  • duration

Artificer ,1 action, 

,Hide, 

  • casting time
  • range

  • components,When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits, as described in the Unseen Attackers and Targets section in the Player's Handbook.,Generic
  • duration

Artificer ,1 action, 

,Opportunity Attack, 

  • casting time
  • range

  • components,In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger
  • duration doing so provokes an opportunity attack.You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.,Generic

Artificer ,1 reaction, 

,Search, 

  • casting time
  • range

  • components,When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.,Generic
  • duration

Artificer ,1 action, 

,Shove, 

  • casting time
  • range

  • components,Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.,Generic
  • duration

Artificer ,1 action,