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Solar Beam/Blade

  • casting time 1 action
  • range Self (100-foot line)

  • components 11 Move Points
  • duration Concentration, up to 1 minute

You gather sunlight and can choose release a bundle of energy when the move ends, either because your concentration is broken or because you decide to end it, in a 100 feet long and 5 feet wide line. Each creature must make a Dexterity/Speed saving throw. A target takes Grass damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The move’s base damage is 10d8 (12d8?). If at the end of your turn the energy has not yet been released, the damage increases by 1d8.

If the weather is harsh sunlight the base damage increased by 2d8. However, in rain, hail, or sandstorm, you deal half as much damage.

Grass 8th-level Special/Physical

Leaf Blade

  • casting time 1 action
  • range Touch

  • components 5 Move Points
  • duration Instantaneous

You strike with a leaf sharpened like a sword. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 4d6 Grass damage. This move scores a critical hit on a natural roll of 19 and 20.

Grass 3rd-level Physical

Trailblaze

  • casting time 1 action
  • range Melee/Touch

  • components 2 Move Points
  • duration 2 rounds

You attack suddenly as if leaping out from tall grass. Choose a point within range, make separate attack roll(s) for each creature within 5 feet of the point. On a hit, a target takes 1d6 Grass damage.

For the duration, your speed increases by 1 stage.

Grass 1st-level Finesse

Energy Ball

  • casting time 1 action
  • range 90 feet

  • components 7 Move Points
  • duration Instantaneous

You draw power from nature and use it to attack. Make a Special attack roll against a creature you can see within range. On a hit, the target takes 5d6 Grass damage.

Grass 5th-level Special

Grass Knot

  • casting time 1 reaction on a moving target
  • range 30 feet

  • components 5 Move Points
  • duration Instantaneous

You lay a snare in the grass to trip a moving creature. The creature must make a Speed/Dexterity saving throw. A target becomes grappled and knocked prone by the snare and takes 2d8 Grass damage on failed save, or half as much damage and isn't prone on a successful save. For each weight above Small, add an additional 1d8 damage dice. A Tiny creature takes 1d6 Grass damage.

A creature can make a Attack/Strength (Athletics) check against your move save DC to break free.

Grass 3rd-level Astute

Magical Leaf

  • casting time 1 action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You scatter curious leaves that chase a creature you can see within range. The target takes 3d4 Grass damage.

Grass 2nd-level Special

Seed Bomb

  • casting time 1 action
  • range 25 feet

  • components 6 Move Points
  • duration Instantaneous

You slam a barrage of hard-shelled seeds down on a point you can see within range from above. All creatures within 5 feet of that point must make a Defense/Dexterity saving throw. A creature takes 4d8 Grass damage on a failed save, or half as much damage on a successful one.

Grass 4th-level Physical

Bullet Seed

  • casting time 1 action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

You spit several seed shells at a creature you can see within range. You can hurl them at one target or several. Make 1d4+1 Physical Attack rolls. On a hit, the target takes 1d4 Grass damage per hit.

Grass 1st-level Finesse

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3 3
1 1
5 5
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1 1