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Thiala's Amulet

  • casting time 1 per short rest
  • range

  • components
  • duration

Once per short rest, the holder and their allies can use a bonus action to look at the amulet, granting them a healing surge, allowing them to expend up to half of their hit dice to regain hit points equal to the amount rolled plus their CON modifier.

ITEM

Danger Sense

  • casting time
  • range

  • components
  • duration

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded , deafened , or incapacitated.

Barbarian

Reckless Attack

  • casting time
  • range

  • components
  • duration

You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Barbarian

Unarmored Defense

  • casting time
  • range

  • components
  • duration

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Barbarian

Cunning Action

  • casting time Bonus Action
  • range -

  • components -
  • duration -

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

DASH - When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

DISENGAGE - If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.

HIDE - When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide. When a creature can't see you, you have advantage on attack rolls against it.

Rogue

Thieves’ Cant

  • casting time -
  • range -

  • components -
  • duration -

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Rogue

Sneak Attack

  • casting time
  • range

  • components
  • duration

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Lv 1 and 2: 1d6
Lv 3 and 4: 2d6
Lv 5 and 6: 3d6
Lv 7 and 8: 4d6
Lv 9 and 10: 5d6
and so on

Rogue

Rage

  • casting time Bonus Action
  • range

  • components
  • duration 1 min

- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian
(Lv 1 to 8: +2, Lv 9 to 15: +3 and Lv 16 to 20: +4)
- Resistance to bludgeoning, piercing, and slashing damage

You can’t cast or concentrate on spells on rage.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Lv 1 to 2: 2 rages, Lv 3 and 5: 3, Lv 6 to 11: 4, Lv 12 to 16, 5, lv 17 to 19: 6. Lv 20: unlimited.

Barbarian

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2 2
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