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Grappling Strike

  • casting time After Attack
  • range

  • components
  • duration

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check

Battle Master

Disarming Attack

  • casting time After Attack
  • range

  • components
  • duration

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Battle Master

Commander's Strike

  • casting time 1 Attack
  • range

  • components
  • duration

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Battle Master

Second Wind

  • casting time Bonus Action
  • range Self

  • components
  • duration Instant

On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. (1d10+3)

Once you use this feature, you must finish a short or long rest before you can use it again.

Fighter

Action Surge

  • casting time Free
  • range Self

  • components
  • duration 1 Turn

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

Fighter Fighter

Hammering Horns

  • casting time Bonus Action
  • range melee

  • components
  • duration

Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. (DC = 13)

Minotaur

Goring Rush

  • casting time Bonus Action
  • range Melee

  • components
  • duration

Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Minotaur Minotaur

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