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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 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 against your spell save DC 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.

You can use this trait a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Eladrin Eladrin Feature

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