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Breath Attack (Add.)

  • casting time 1 action
  • range 100ft

  • components Breath Charge
  • duration Instantaneous


Starting at Lvl 6, due to Agrona's unique Draconic heritage, she has the ability to turbo-charge her breath attack into a long range, single target plasma bolt.

Ranged Attack: +8 to hit
On Hit: 6d8 Fire damage that ignores Fire Resistance and Fire Immunity.

The damage of this attack increases to 8d8 at 10th level, and 10d8 at 14th level.



Dragon Knight Companion Attack

Stalwart's Crest

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

A small, green, gilded shield crest that grants the holder of it advantage on concentration saving throws.

Magic Item General

Colton's Beacon

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Colton’s Beacon is a small cylinder with a tiny red crystal on the end and a button on the top. Upon pressing the button, a small beam of red light emanates from it in the direction the crystal is pointed, and Colton the cat will appear from out of view and attack where the light meets the ground. Allows the player to summon a common house cat familiar, Colton, once per Long Rest. He has the stat block of a common cat.

Colton hides during combat, and has advantage/imposes disadvantage on checks relating to distractions.

Companion General

Wild Shape Charges

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A


Draw circles below to represent how many Wild Shape Charges you have to keep track of them.

Class Feature General

Wild Shape Charges

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A


Draw circles below to represent how many Wild Shape Charges you have to keep track of them.

Class Feature General

Portable Hole (2/2)

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Magic Item General

Portable Hole (1/2)

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

Magic Item General

Curse-Ward Ring

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Once per long rest, protects the player from losing max HP from the effects of a curse.

Magic Item General

Cloud-Pin Cuiro

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Allows the player, if they are an Artificer, to change one of their learned Infusions upon completing a Long Rest.

Magic Item General

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Raptor's Talon

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

A long hawk talon with small letters in Elvish inscribed along it (Sindarin). Allows the player to summon a hawk familiar once per Long Rest.

Also allows the player to cast Beast Sense once per Long Rest.

Magic Item General

Wild-Tamer's Talisman

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Wild-tamer’s Talisman - A small stone talisman bound with leather. Binds Chip to this item as a familiar, allowing the player to resummon him upon death once per long rest. He has the normal stat block of a Fox.

Chip has advantage on perception checks involving buried items, and will occasionally pick up items the party has missed. Chip hides during combat.

Also allows the player to cast Speak With Animals once per Long Rest.

Magic Item General

  • casting time
  • range

  • components
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Hawk - Tiny beast, unaligned

Armor Class: 13

Hit Points: 1 (1d4-1)

Speed 10 ft., fly 60 ft.

STR: 5 (-3) DEX: 16 (+3) CON: 8 (-1)
INT: 2 (-4) WIS: 14 (+2) CHA: 6 (-2)

Skills: Perception +4

Senses: passive Perception 14
Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions -------------------------------------

Talons.

Companion General

Colton

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Cat - Tiny beast, unaligned

Armor Class: 12

Hit Points: 2 (1d4)

Speed 40 ft., climb 30 ft.

STR: 3 (-4) DEX: 15 (+2) CON: 10 (+0)
INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2)

Skills: Perception +3, Stealth +4

Senses: Passive Perception 13

Actions -------------------------------------

Hide.
Claws.

Companion General

Chip

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

Fox - Tiny beast, unaligned

Armor Class: 13

Hit Points: 2 (1d4)

Speed 30 ft., burrow 5 ft.

STR: 2 (-4) DEX :16 (+3) CON: 11 (+0)
INT: 3 (-4) WIS: 12 (+1) CHA: 6 (-2)

Skills: Perception +3, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 13

Actions -----------------------------------

Burrow.
Bite.

Companion General

Wild Shape Charges

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A


Draw circles below to represent how many Wild Shape Charges you have to keep track of them.

Class Feature General

Wild Shape Charges

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A


Draw circles below to represent how many Wild Shape Charges you have to keep track of them.

Class Feature General

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