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General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

General Actions

  • casting time Action/Bonus
  • range 5 Feet

  • components n/a
  • duration Instant


-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)

-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)

-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)

All Classes General Actions

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Quarterstaff

  • casting time Action
  • range 5 Feet

  • components 1d6
  • duration Instant

You carry around a walking stick, and that happens to be useful at bashing in bad guys heads with.

This weapon is simple to use, versatile (one or two handing it), and can topple an opponent if a high enough roll is made against an enemy that is able to be toppled to the floor.

If you two hand this weapon, the damage dice becomes 1d8.

Hufflepuff Fey-Pact Combat Action

Sling

  • casting time Action
  • range 30/120 Feet

  • components 1d4
  • duration Instant

You read a quaint story about a small boy who killed a giant with nothing but a stone and a leather strap.

You can modify the stone ammunition with the cantrip Magic Stone and increase the effective range by +60 feet and make the damage roll 1d6+4.

Even without the magic, this sling makes a loud pop when thrown and is quite terrifying.

When you try to use this weapon when any enemy is within 30 feet of you, you suffer the threatened condition and make all aims with disadvantage.

Hufflepuff Fey-pact Combat Action

Boomerang

  • casting time Action/Bonus
  • range 60/120 Ft

  • components 1d4
  • duration Instant

In your family's travels, you happened upon a culture that would shape bits of wood into throwing implements that could arc back and return to the thrower. You were not adept at that skill, but you were able to mimic the effect through clever use of your magic.

If an opponent you throw this at has the missile ensnaring feat, they can make a DC-12 DEX save and attempt to catch the boomerang mid flight preventing it from returning to you.

Hufflepuff Fey-Pact Combat Action

Waterlogged Branch

  • casting time Action
  • range 5 Feet

  • components 1d4 - 1
  • duration Instant

You have been told it's important to speak quietly and carry a big stick with you, but you're also pretty certain whoever said that shouldn't have been in any leadership roles.

Still, you carry around a log that you found along the coasts of your old home. The wood is waterlogged and petrified, making it a very durable club.

Although it is a light enough weapon that you can wield it in one hand, it is clunky and slow. However, it is handy in that you are sure if you hit just right you might be able to avoid lethal damage if you chose to knockout instead of bash in an opponent's head.

Siren Sorlock Combat Action

Longbow

  • casting time Action
  • range 150/600 Ft

  • components 1d8 + 3
  • duration Instant

For when you can't get close enough to use your sword.

This bow has more range than standard shortbows, at the cost of being harder to aim in closer proximity. If an enemy is within 40 feet of you, you are imposed with the threatened condition and suffer disadvantage to aiming on any target.

Rune Knight Combat Action

Sword of Shaping Water

  • casting time 1 Action
  • range Dependent

  • components Dependent
  • duration Instant

(Your Weapon can take many shapes and forms, which will you choose?) All weapons have a +7 to hit and a +5 to damage
The properties of each weapon vary.

-Dagger: 5ft/20 ft (thrown), 1d4 piercing (finesse, light, thrown)

-Shortsword: 5ft, 1d6 slash/pierce (finesse, light)
-Rapier: 5ft, 1d8 piercing (finesse)
-Falchion: 5ft, 1d6 slashing (finesse, light)

-Messer: 7 ft, 1d8 slashing (versatile)
-Longsword: 5ft, 1d8 slash/pierce (versatile)

-Greatsword: 7ft, 2d8 slashing (2-handed)
-Swordspear: 10ft, 1d10 slash/pierce (2-handed)

It is not the weapon, but the wielder, and you have carved the rune of water as you wave it.

Rune Knight Combat Action

Hand Crossbow

  • casting time Action/Bonus
  • range 30/120 Ft

  • components 1d6 + 3
  • duration Instant

You have designed a modified light crossbow that can be wielded in a single hand. The design had to limit its effective range and power, but when your wand isn't loaded, this has come in handy.

This weapon contains the Light property and can be wielded in either hand and used as either an action or bonus action. If an enemy is within 30 feet of you while trying to aim with this weapon, you will be imposed with the condition threatened and will have disadvantage on your aim.

Artificer Artillerist Combat Action

Crossbow

  • casting time Action
  • range 80/320 Ft

  • components 1d8 + 1
  • duration Instant

Fire with a light crossbow you carry around for hunting.

This weapon takes longer to load, but packs a bigger punch. It must be used 2 handed to operate effectively.

If a creature is within 30 feet of you, you are then imposed with the threatened condition which gives you disadvantage to your aim on any target. Trying to aim outside of 320 feet with this weapon is not possible.

Mendicant Cleric Combat Action

Shortbow

  • casting time Action
  • range 80/320 Ft

  • components 1d6 +3
  • duration Instant

Attack with your shortbow.

Effective range is within 80-320 feet. If an enemy is under that range, you take on the Threatened condition, imposing disadvantage to your aim on attack rolls. If your opponent is outside of your range, you can choose to use your bonus action to aim more steadily, but will lose the dexterity (+3) bonus to damage.

Arcane Hunter Combat Action

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Werewolf Claws

  • casting time Action/Bonus
  • range 7 Feet

  • components 3d8 + 4
  • duration Instant

When transformed into a werewolf, you gain immense strength and endurance at the cost of control.

You cannot wield weapons or any arcane focuses, but your claws do considerable damage, potentially even spreading the very curse you're afflicted by to them.

If clawing an enemy, they must roll a DC-12 constitution saving throw or become minorly inflicted with Lycanthropy. If after 24 hours they have not cured the disease, they will progress to major Lycanthropy until they too are a werewolf.

Beast Hunter Combat Action

Throwing Knife

  • casting time Bonus Action
  • range 20 feet

  • components 1d4 + 4
  • duration Instant

Use an extra knife or dagger you keep around as a means to close a gap or create an opening against your opponents.

It is possible to throw this up to double the range, but at disadvantage. All damage is calculated as piercing.

If you have 2 knives/daggers, you can do this skill twice at the cost of an action AND bonus action.

Arcane Hunter Combat Action

Dual Falcions

  • casting time 1 Action/Bonus
  • range 5ft

  • components 1d6 + 4
  • duration Instant

You have an interlocking falchion that can be opened into separate curved swords when needed.

You can choose to keep the sword together as one, and have a free off-hand for bonus actions, or unlock the mechanism and wield a sword in each hand for double the attacking opportunities each round.

You have the finesse and light properties to these swords, allowing you to use your dexterity modifier for attack bonuses, and to wield a shield, wand, staff, or arcane focus in your free hand without losing that bonus.

Arcane Hunter Combat Action

Shield Bash

  • casting time Bonus Action
  • range 5 Feet

  • components 1d4
  • duration Instant

Use your shield as a means to smack an enemy.

At the expense of -1 to your AC for the round after using this technique, you can use a bonus action to strike an enemy and deal an extra 1d4 bludgeoning damage with your shield.

Mendicant Cleric Combat Action

Church Hammer

  • casting time Action
  • range 5 Feet

  • components 1d6+1
  • duration Instant

Strike with the very hammer your family used to nail the frames of the church you were raised in!

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Mendicant Cleric Combat Action

Palm Pistol

  • casting time Bonus Action
  • range 80 Feet

  • components 1d8 + 3
  • duration Instant

(1 Metal Ball: lead, silver, steel, etc.) Stay strapped! You have created a volatile projectile weapon. Although it is quite destructive, its aim and usage is quite fickle, prone to misfiring or missing entirely.

With a well aimed shot, this acts as a direct magical piercing arrow to those in the wizarding world, and you might be able to convince everyone it was you casting Bombarda.

Can be used as an action or bonus action, however it requires reloading after 3 shots which take up both an action and bonus action to complete.

If it does not have the right ammo or explosive dust components, then you could try to use it as a bludgeoning tool for 1d6 damage.

Artificer Artillerist Combat Action

Werewolf Bite

  • casting time Action/Bonus
  • range 3 Feet

  • components 3d8 + 6
  • duration Instant

You hunger, and the insatiability is nigh uncontrollable.

When transformed, there is a chance that your beastial form takes over and pounces to rend flesh with your maw.

If biting an enemy, they must roll a DC-15 constitution saving throw or become minorly inflicted with Lycanthropy. If after 24 hours they have not cured the disease, they will progress to major Lycanthropy until they too are a werewolf.

Beast Hunter Combat Action

Sword

  • casting time Action
  • range 5 Ft

  • components 1d6 + 3
  • duration Instant

Use your sword to attack your enemy.

You can imbue your sword with magic
-Ferrum Viridis Flammae (Green-Flame Blade)
or
-Ferrum Tonitrui (Booming-Blade)
Check your spell cards for details on imbuement.

Your sword can hit with piercing or slashing damage. It also has the finesse and light attributes, and can be wielded on the main or off-hand.

Bardlock Diviner Combat Action

Dagger

  • casting time Action
  • range 5/20 Feet

  • components 1dd + 3
  • duration Instant

Use the dagger on your belt as a piercing weapon.

If used in your off hand, you can then use a bonus action instead to cut or stab with this implement.

Can also be thrown up to 20 feet.

Artificer Artillerist Combat Action

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Dagger

  • casting time Action
  • range 5/30 Feet

  • components 1dd + 3
  • duration Instant

Use the dagger on your belt as a piercing weapon.

If used in your off hand, you can then use a bonus action instead to cut or stab with this implement.

Can also be thrown up to 30 feet.

Bardlock Diviner Combat Action

Shortbow

  • casting time Action
  • range 80/320 Ft

  • components 1d6 +3
  • duration Instant

Attack with your shortbow.

Effective range is within 80-320 feet. If an enemy is under that range, you take on the Threatened condition, imposing disadvantage to your aim on attack rolls. If your opponent is outside of your range, you can choose to use your bonus action to aim more steadily, but will lose the dexterity (+3) bonus to damage.

Bardlock Diviner Combat Action

Fisher's Net

  • casting time Action/Bonus Action
  • range 5/15 Ft

  • components DC-10 STR
  • duration Instant

Use the nets that the anglers have used on your people to ensare your enemy.

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make with this equipment.

Siren Sorlock Combat Action

Sharpened Sea Shell

  • casting time Action
  • range 5 /20Ft

  • components 1d4 + 1
  • duration Instant

A shell honed to a razor's edge, found along the banks of a lake.

This item has the same properties of a dagger: finesse, light, thrown.

You can wield it in either hand and choose to throw it out like a discus.

Siren Sorlock Combat Action

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