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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 extra damage (outlined below) 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.

Levels 1 - 2: 1d6
Levels 3 - 4: 2d6
Levels 5 - 6: 3d6
Levels 7 - 8: 4d6
Levels 9 - 10: 5d6
Levels 11 - 12: 6d6
Levels 13 - 14: 7d6
Levels 15 - 16: 8d6
Levles 17 - 18: 9d6
Levels 19 - 20: 10d6

Class Feature

Roguish Archetype

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At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

ARCHETYPE CHOSEN:

Expertise

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At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

SKILLS CHOSEN:

Class Feature

Fey Ancestry

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You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Racial Trait

Cunning Action

  • casting time 1 Bonus Action
  • range -

  • components -
  • duration -

Starting at 2nd level, 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.

Class Feature

Trance

  • casting time Long Rest
  • range -

  • components -
  • duration -

You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Class Feature

Thieve's 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.

Class Feature

Fey Step [2/2]

  • casting time 1 Bonus Action
  • range 30 ft. (Sight)

  • components -
  • duration Istantaneous

- Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

- Summer. Immediately after you use 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.

Racial Trait

Fey Step [1/2]

  • casting time 1 Bonus Action
  • range 30 ft. (Sight)

  • components -
  • duration Istantaneous

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, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season, if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

- Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a [xxxx] saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

- Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a [xxxx] saving throw or be frightened of you until the end of your next turn.

Racial Trait

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