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Protection

  • casting time1 reaction
  • range5 feet

Whgen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Fighter Fighting Style

Second Wind

  • casting time1 bonus action
  • rangeSelf

You have a limited well of stamina that youc an 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 Class Feature

Action Surge

  • casting time1 action
  • rangeSelf

Starting at second 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, yuou 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 Class Feature

Menacing Attack

  • casting time1 attack
  • rangeSelf

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Fighter Maneuver

Distracing Strike

  • casting time1 attack
  • rangeSelf

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Fighter Maneuver

Trip Attack

  • casting time1 attack
  • rangeSelf

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock down the target. You add the superiority die to the attack's damage roll and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Fighter Maneuver

Shield Master

  • casting time
  • rangeSelf

You use shields not just for portection but also ffor offense. You gain the following benefits while you are wielding a shield:

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield

If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targes only you

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

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