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Second Wind

  • casting time1 bonus action
  • rangeSelf

  • components-
  • durationInstantaneous

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighter Fighter Class Feature

Action Surge

  • casting time-
  • rangeSelf

  • components-
  • durationInstantaneous

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Fighter Fighter Class Feature

War Caster

  • casting time1 reaction
  • range-

  • componentsS
  • durationInstantaneous

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

•You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

•You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

•When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Feat,, Druid ASI

Fey Step

  • casting time1 bonus action
  • range30 feet

  • componentsS
  • durationInstantaneous

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see.

You can use this trait a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
You also gain one of the following effects when you use your Fey Step based on your current season:

Autumn:After your Fey Step up to two creatures that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
Winter:Before you teleport, one creature of your choice that you can see within 5 feet of you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
Spring:Before you teleport, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you.
Summer:After your Fey Step each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.

Eladrin Eladrin Feature

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