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Innate Sorcery

  • casting timeBonus action
  • rangeSelf

  • components2 per long rest
  • duration1 minute

The spell save DC of your Sorcerer spells increases by 1.
You have Advantage on the attack rolls of Sorcerer spells you cast.

Sorcerer 1st level Feature

Create 1st level spell slot

  • casting timeBonus action
  • rangeSelf

  • components2 sorcery points
  • durationinstant

You can transform unexpended Sorcery Points into one spell slot

Sorcerer 1st level Feature

Create 2nd level spell slot

  • casting timeBonus action
  • rangeSelf

  • components3 sorcery points
  • durationinstant

You can transform unexpended Sorcery Points into one spell slot

Sorcerer 3rd level Feature

Quickened spell

  • casting timeBonus action
  • range

  • components2 sorcery points
  • duration

When you cast a spell with a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on the current turn after modifying a spell in this way.

Sorcerer 2nd level Feature

Telepatic Speech

  • casting timeBonus action
  • range30 feet

Choose one creature you can see within 30 feet of yourself.
You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier.
To understand each other, you each must mentally use a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.

Sorcerer (Abberrant sorcery) 3rd level Feature

Second wind
Tactical Mind

  • casting timeBonus Action
  • rangeSelf

  • components2 uses
  • durationInstantly

You can use charges of Second wind for the following options:
-Regain Hit Points equal to 1d10 plus your Fighter level.
-Expend a use of Second Wind to add 1d10 to a failed ability check. If you still fail, the use of Second Wind isn't expended.
You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Fighter 1st level Feature

Rally

  • casting timebonus action
  • range

  • componentsSuperiority dice
  • duration

As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).

Fighter (Battlemaster) Combat Superiority

Stonecunning

  • casting timeBonus action
  • range60 feet

  • components2 per long rest
  • duration10 minutes

Gain Tremorsense with a range of 60 ft. for 10 minutes. You must be on or touching a natural or worked stone surface to use this Tremorsense.

Dwarf Species feature

Flurry of Blows

  • casting timeBonus action
  • rangeSelf

  • components1 focus point
  • durationInstant

Make two Unarmed Strikes.

Monk 2nd level Feature

1 1
2 2
3 3
2 2
3 3
1 1
3 3
0 0
2 2

Patient Defense

  • casting timeBonus action
  • rangeSelf

  • components1 focus point
  • durationInstant

Take both the Disengage and the Dodge actions.

Monk 2nd level Feature

Step of the Wind

  • casting timeBonus action
  • rangeSelf

  • components1 focus point
  • durationInstant

Take both the Disengage and Dash actions, and your jump distance is doubled for the turn.

Monk 2nd level Feature

2 2
2 2