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Shadow Fist

  • casting timeinstantanious
  • range-

  • componentsunarmed strike
  • duration-

Whenever you hit a creature with an unarmed strike while you have Shadow Arts die available, you can use your Dexterity, rather than Strength, for attacks and damage rolls with it. In addition, you can roll the Shadow Art die for the damage, turning the damage into necrotic (without spending the die). You can choose to spend the dice to make an additional attack using your bonus action.

Sorcerer 3rd level capability

Shadow Blades

  • casting timeaction
  • range30 feet

  • components
  • duration-

You hurl blades made of pure darkness on your foes. You can use an Action make a ranged weapon attack against up to two creatures within 30 feet. On a hit, you cause damage equal to the number rolled on the Shadow Art die (expending it) plus your Dexterity modifier plus half the number rolled on your Shadow Strike dice.

Sorcerer 3rd level capability

Mantle of Darkness

  • casting timebonus action
  • rangeself

  • componentsdim light / darkness
  • duration1 minute

As a bonus action while in an area of dim light or darkness, you can conceal your presence. You become invisible for 1 minute, until you make an attack or until you are in an area of bright light. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Shadow Arts die to take it again.

Sorcerer 6th level capability

Sightless Hand

  • casting timeinstantanious
  • range-

  • componentsdamage
  • durationtil end of my next turn

When you deal damage to a target with your unarmed strike, you can force the target to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. If the save fails, the target is blinded until the end of your next turn.

Sorcerer 6th level capability

Shadow Shift

  • casting timebonus action
  • range60 feet

  • componentsdim light / darkness
  • duration

You have the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

Sorcerer 5th level capability

Dark Velocity

  • casting time2nd bonus action
  • rangeself

Your light shadowy body allows you to disappear from view and move quicker than most. You can take an additional bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Sorcerer 2nd level capability

Night Eyes

  • casting time-
  • range120 feet

You can see in normal or magical darkness, up to a range of 120 feet.

Sorcerer 1st level capability

Shadow strike

  • casting timeattack
  • range-

  • componentsdim light / darkness / advantage
  • duration

You use the darkness to your advantage to strike a foe in their blind spot. When you attack, you can deal an extra 3d6 of the damage type to a creature you hit with an attack if you and your target are in dim light or darkness. The attack must use a one handed melee weapon or ranged weapon. You dont need to be in dim light or darkness if the enemy is incapacitated, or you have advantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Shadow Strike column of the Shadow Walker table.

Sorcerer 1st level capability

Acquisitive Strike

  • casting timemeele attack
  • range5 feet

A successful meele attack against an opponent allows the character to your hand or at your feet if you cant hold it. This ability can be used a number of times equal to your proficiency bonus per long rest.

Sorcerer capability

3 3
3 3
6 6
6 6
5 5
2 2
1 1
1 1
- -

Wealth Sense

You have advantage on Intelligence (Investigation) checks to locate hidden or valuable objects, such as treasure chests or hidden compartments.

Sorcerer capability

- -