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Other

Other

secret doors

Other or hidden items). Success: You discover the location of any Hidden object whose discovery DC you beat.; ;

Other

a secret compartment

  • casting time how to open a secret door
  • range or activate a device). Make an Investigation Check.
    Success: You learn how the mechanism works and the methods to activate and disable it (if any).; ;

Other or the intended function of a mechanism within 1 Space of you.
Concealed Objects: You can attempt to uncover any objects concealed on a creature. Make an Investigation Check contested by the target’s Trickery Check.
Success: You know the location of any concealed object on the creature.
Discern Mechanism: You can attempt to discern the functionality of a mechanism (the effect of a trap

Other

Other

debris

Other or decor to render it Hidden.
Make a contested Trickery Check against the Passive Awareness of creatures that can see you.
Success: The object is Hidden from any creature whose Passive Awareness you beat.; ;

cast a Spell

Other or flee combat during its next turn.
Success (5): You know who the creature is likely to
target with a harmful ability.
Success (10): You know which ability the creature plans to use.; ;

0; Pass Through; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to move through a Space occupied by a hostile creature that’s within 1 size of you.
Make a contested Martial Check against the target.
Success: You can move through the creature’s Space as if it were Difficult Terrain (Slowed 1 while moving through the area).; ;
0; Pass Through; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to move through a Space occupied by a hostile creature that’s within 1 size of you.
Make a contested Martial Check against the target.
Success: You can move through the creature’s Space as if it were Difficult Terrain (Slowed 1 while moving through the area).; ;
0; Medicine; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to touch a creature and tend to its wounds.
Make a DC 10 Medicine Check.
Success: You stop its Bleeding or Stabilize it (your choice).
Success (each 5): The creature gains +1 Temp HP.; ;
0; Medicine; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to touch a creature and tend to its wounds.
Make a DC 10 Medicine Check.
Success: You stop its Bleeding or Stabilize it (your choice).
Success (each 5): The creature gains +1 Temp HP.; ;
0; Search; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to locate 1 or more Hidden creatures and concealed objects within your Line of Sight.
• Hidden Creatures: You attempt to locate any Hidden creatures in the area. Make an Awareness Check against the Stealth Check of any Hidden creatures. Success: You know the location of any Hidden creature whose Stealth Check you beat until the end of your turn. Knowing a creature’s location does not grant you the ability
to see it.
• Hidden Objects: You attempt to locate any Hidden objects in the area. Make an Awareness Check against the DC to discover any concealed objects (such as traps
0; Search; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to locate 1 or more Hidden creatures and concealed objects within your Line of Sight.
• Hidden Creatures: You attempt to locate any Hidden creatures in the area. Make an Awareness Check against the Stealth Check of any Hidden creatures. Success: You know the location of any Hidden creature whose Stealth Check you beat until the end of your turn. Knowing a creature’s location does not grant you the ability
to see it.
• Hidden Objects: You attempt to locate any Hidden objects in the area. Make an Awareness Check against the DC to discover any concealed objects (such as traps
0; Jump; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to increase the distance you can cover when Jumping. Make a DC 10 Athletics Check.
• Long Jump: Success: You can move 1 additional Space as part of your Long Jump.
Success (each 5): +1 additional Space.
• High Jump: Success: You can move an additional 1ft (30cm) as part of your High Jump.
Success (each 5): +1ft (30cm).; ;
0; Jump; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to increase the distance you can cover when Jumping. Make a DC 10 Athletics Check.
• Long Jump: Success: You can move 1 additional Space as part of your Long Jump.
Success (each 5): +1 additional Space.
• High Jump: Success: You can move an additional 1ft (30cm) as part of your High Jump.
Success (each 5): +1ft (30cm).; ;
0; Investigate; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to uncover a concealed object on a creature 0; Investigate; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to uncover a concealed object on a creature
0; Intimidate; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to intimidate a creature that can see or hear you.
Make an Intimidation Check contested by the target’s Charisma Save.
Success: The target is Intimidated by you until the end of your next turn.; ;
0; Intimidate; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to intimidate a creature that can see or hear you.
Make an Intimidation Check contested by the target’s Charisma Save.
Success: The target is Intimidated by you until the end of your next turn.; ;
0; Feint; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to make Trickery Check Contested by the target’s Insight Check.
Success: The next Attack against the target before the start of your next turn has ADV and deals +1 damage.; ;
0; Feint; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to make Trickery Check Contested by the target’s Insight Check.
Success: The next Attack against the target before the start of your next turn has ADV and deals +1 damage.; ;
0; Conceal; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to hide an object on yourself or in nearby foliage 0; Conceal; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to hide an object on yourself or in nearby foliage
0; Combat Insight; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to discern the course of actions a creature might take on its next turn. Make an Insight Check contested by the target’s Trickery or Influence Check (its choice).
Success: You learn the target’s emotional state and whether it plans to make an Attack
0; Combat Insight; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to discern the course of actions a creature might take on its next turn. Make an Insight Check contested by the target’s Trickery or Influence Check (its choice).
Success: You learn the target’s emotional state and whether it plans to make an Attack

MD

  • casting time Abilities
  • range Resistances

  • components Vulnerabilities
  • duration Immunities

etc.).
Success (10): +1 creature statistic.; ;

Other Attacks

Spell

Other or other effect.
Success (5): It’s also Impaired.
Success (10): It’s also Charmed.; ;

you must spend that
much MP to cast the Spell.; ;

Other

Other

and can break up
its movement by moving before and after taking a different Action.
You can’t end your turn in a Space occupied by another creature.; ;

Other

making you Hidden from them. You remain Hidden until you make a noise louder than a whisper

  • casting time cast a Spell with a Verbal Component
  • range or a creature takes the Search Action and successfully locates you.
    Unheard: You are Unheard while you remain silent

  • components talk no louder than a whisper.
    Unseen: You are Unseen by a creature while you are imperceivable to its visual senses.
    Hidden: While you are both Unheard and Unseen
  • duration you are considered Hidden

and your location or presence unknown to other creatures.; ;

Other make an Attack

you can spend an additional 1 AP to impose DisADV on all Attacks made against you until the start of your next turn.; ;

Other

you can spend an additional 1 AP to become immune to Opportunity Attacks until the start of your next turn.; ;

Other

you can spend 1 AP to attempt to Tackle a creature that is your same size or smaller.
Make an Athletics Check contested by the target's Martial Check.
Success: You Grapple the target

  • casting time and immediately fall Prone.
    Success (each 5): +1 Space moved.; ;
  • range

Other you both move 1 Space in the same direction you’re moving

0; Analyze Creature; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to recall or discern some information about a creature that you can see or hear.
Make a DC 10 Knowledge Check determined by the GM.
Success: You learn a piece of lore about the creature. Success (5): You learn 1 creature statistic (PD
0; Analyze Creature; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to recall or discern some information about a creature that you can see or hear.
Make a DC 10 Knowledge Check determined by the GM.
Success: You learn a piece of lore about the creature. Success (5): You learn 1 creature statistic (PD
0; Calm Animal; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to beguile a Beast that can see or hear you. Make an Animal Check contested by the target’s Charisma Save.
Success: The animal is Taunted by you for 1 minute
(Repeated Save) or until you target it with a harmful Attack
0; Calm Animal; Skill Based Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to beguile a Beast that can see or hear you. Make an Animal Check contested by the target’s Charisma Save.
Success: The animal is Taunted by you for 1 minute
(Repeated Save) or until you target it with a harmful Attack
0; Spell; Utility Actions; 1 AP; ; ; ; You can spend 1 or more AP to cast a Spell that you know. If
the Spell has a Mana Point requirement
0; Spell; Utility Actions; 1 AP; ; ; ; You can spend 1 or more AP to cast a Spell that you know. If
the Spell has a Mana Point requirement
0; Object; Utility Actions; 1 AP; ; ; ; You can spend 1 AP to perform 1 of the following
object interactions:
• Drink a Potion or Administer a Potion to another Creature.
• Attempt to Lock or Unlock a Lock.
• Make a Trickery Check to activate or disable a trap or other
mechanism.
• Transfer and Item to or from another Creature (only 1 of the two creatures spends 1 AP).
• Throw an Item to location you can see up to 5 Spaces away.; ;
0; Object; Utility Actions; 1 AP; ; ; ; You can spend 1 AP to perform 1 of the following
object interactions:
• Drink a Potion or Administer a Potion to another Creature.
• Attempt to Lock or Unlock a Lock.
• Make a Trickery Check to activate or disable a trap or other
mechanism.
• Transfer and Item to or from another Creature (only 1 of the two creatures spends 1 AP).
• Throw an Item to location you can see up to 5 Spaces away.; ;
0; Move; Utility Actions; 1 AP; ; ; ; You can spend 1 AP to move up to your Speed in Spaces. It chooses where to move 0; Move; Utility Actions; 1 AP; ; ; ; You can spend 1 AP to move up to your Speed in Spaces. It chooses where to move
0; Hide; Defensive Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to Hide from 1 or more creatures that can’t see you (Unseen). Make a Stealth Check against the opposing creatures’ Passive Awareness. Success: You become Unheard by creatures whose Passive Awareness you beat 0; Hide; Defensive Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to Hide from 1 or more creatures that can’t see you (Unseen). Make a Stealth Check against the opposing creatures’ Passive Awareness. Success: You become Unheard by creatures whose Passive Awareness you beat
0; Dodge (Ful); Defensive Actions; 1 AP (2 AP); ; ; ; You can spend 1 AP to impose DisADV on the next Attack Check or Spell Check made against you until the start of your next turn.

Full Dodge: When you take the Dodge Action
0; Dodge (Ful); Defensive Actions; 1 AP (2 AP); ; ; ; You can spend 1 AP to impose DisADV on the next Attack Check or Spell Check made against you until the start of your next turn.

Full Dodge: When you take the Dodge Action
0; Disengage (Ful); Defensive Actions; 1 AP (2 AP); ; ; ; You can spend 1 AP to impose DisADV on Opportunity Attacks made against you until the start of your next turn.

Full Disengage: When you take the Disengage Action
0; Disengage (Ful); Defensive Actions; 1 AP (2 AP); ; ; ; You can spend 1 AP to impose DisADV on Opportunity Attacks made against you until the start of your next turn.

Full Disengage: When you take the Disengage Action
0; Tackle; Offensive Actions; 1 AP; ; ; ; If you move at least 2 Spaces in a straight line 0; Tackle; Offensive Actions; 1 AP; ; ; ; If you move at least 2 Spaces in a straight line

you can choose to reduce the total distance the target is pushed by 1 Space to knock them Prone instead.; ;

Other

which is a d8

  • casting time the attacker can add the Help Die to 1 Attack Check or Spell Check it makes against the target PD.
    The Help Die can only be used to aid the type of Check declared. Multiple Help Penalty: Once you take the Help Action
  • range each time you take the Help Action again before the end of your
    turn

  • components your Help Die decreases by 1 step
  • duration to a minimum of a d4 (d8 | d6 | d4).
    ; ;

Other that lasts until the start of your next turn. You declare 1 attacker and 1 target.
You must be within 1 Space of the attacker or the target in order to grant the Help Die. While the Help Die lasts

you can spend 1 AP to attempt to Grapple another creature. Make an Athletics Check contested by the opposing creature’s Martial Check. Success: The creature is Grappled by you.
Escape Grapple: You can spend 1 AP to attempt to free yourself from a Grapple. Make a Martial Check contested by the opposing creatures Athletics Check. Success: You end the Grappled Condition on yourself.; ;

Other

Acrobatics

  • casting time the target has ADV if they are holding the object with 2 hands
  • range you have DisADV if the target is larger than you.
    You cannot Disarm a creature that is 2 Sizes larger than you.
    Success: The targeted object falls into an unoccupied space of your choice within 1 Spaces of the creature.; ;

Other or Trickery Check (targets choice)

0; Shove; Offensive Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to push a creature within 1 Space of you.
Make an Athletics Check contested by the target’s Martial Check.
Success: You push the creature 1 Space away from you or to its left or right.
Success (each 5): Push up to 1 additional Space. Knock Prone:
After the result
0; Shove; Offensive Actions; 1 AP; ; ; ; You can spend 1 AP to attempt to push a creature within 1 Space of you.
Make an Athletics Check contested by the target’s Martial Check.
Success: You push the creature 1 Space away from you or to its left or right.
Success (each 5): Push up to 1 additional Space. Knock Prone:
After the result
0; Help; Utility Actions; 1 AP; ; ; ; You can spend 1 AP to grant a creature a Help Die 0; Help; Utility Actions; 1 AP; ; ; ; You can spend 1 AP to grant a creature a Help Die
0; Grapple; Offensive Actions; 1 AP; ; ; ; Using a free hand 0; Grapple; Offensive Actions; 1 AP; ; ; ; Using a free hand
0; Disarm; ; 1 AP; ; ; ; (Offensive Actions) You can spend 1 AP to make an Attack Check Contested by the target's Athletics 0; Disarm; ; 1 AP; ; ; ; (Offensive Actions) You can spend 1 AP to make an Attack Check Contested by the target's Athletics