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Ship's Passage

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When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Wrath of the Storm

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Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Disciple of Life

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Also starting at 1st Level, your Healing Spells are more effective. Whenever you use a spell of 1st Level or higher to restore Hit Points to a creature, the creature regains additional Hit Points equal to 2 + the spell’s level.

Explorer's Pack + Folk Hero

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Includes:
a Backpack
a Bedroll
a Mess kit
a Tinderbox
10 torches
10 days of Rations
a Waterskin
50 feet of Hempen rope
A set of artisan’s tools
a shovel
an iron pot
a set of common clothes

Wood Elf Traits

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Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

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

Trance:Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion, such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Rustic Hospitality

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Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you

Awakened Mind

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Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Arcane Recovery

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You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.

Spell Sniper

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You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

When you cast a spell that requires you to make an attack roll, the spell's range is doubled.

Your ranged spell attacks ignore half cover and three-quarters cover.

You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock, Wisdom for cleric or druid, or Intelligence for wizard.


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Scholar's Pack

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Includes:
a Backpack
a book of lore
a bottle of ink
an Ink pen
10 sheets of Parchment
a little bag of sand
a small knife
glassblowing tools
a letter of introduction from your guild
a set of traveler's clothes

Ghostwise Halfling

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Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on saving throws against being frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

Guild Membership

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As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.



You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Outlander's Pack

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Includes:
a Backpack
a Bedroll
a Mess kit
a Tinderbox
10 torches
10 days of Rations
a Waterskin
50 feet of Hempen rope
A staff, a hunting trap
a trophy from an animal you killed
a set of traveler's clothes

Dwarf Traits

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Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage.

Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of Stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.

Burglar's Pack

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Includes:
a Backpack
a bag of 1,000 Ball bearings
10 feet of string
a bell
5 Candles
2 Crowbars
a Hammer
10 pitons
a Hooded lantern
2 flasks of oil
5 days Rations
a Tinderbox
a Waterskin
50 feet of Hempen rope
a set of dark common clothes including a hood

Dungeoneer's Pack + Sage

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Includes:
a Backpack
a Crowbar
a Hammer
10 pitons
10 torches
a Tinderbox
10 days of Rations
a Waterskin
50 feet of Hempen rope
A bottle of black ink
a quill
a small knife
a letter from a dead colleague posing a question you have not yet been able to answer
a set of common clothes

Draconic Resilience

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As magic flows through your body, it causes physical Traits of your Dragon ancestors to emerge. At 1st Level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Researcher

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When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.


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Draconic Ancestor

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At 1st Level, you choose one type of Dragon as your ancestor. The damage type associated with each Dragon is used by features you gain later.

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the check.

Guild Membership

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As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.



You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Dwarf Traits

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Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray.

Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage.

Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of Stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.

Great Weapon Master (GWM)

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You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Explorer's Pack + Blacksmith

  • casting time
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  • components
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Includes:
a Backpack
a Bedroll
a Mess kit
a Tinderbox
10 torches
10 days of Rations
a Waterskin
50 feet of Hempen rope
Smith's Tools
Leatherworking Tools
a letter of introduction from your guild
a set of traveler's clothes

Rage

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In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.
While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength checks and Strength Saving Throws.
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have Resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast Spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense

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While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

Thunderwave

  • casting time 1 action
  • range Self (15-foot cube)

  • components V, S
  • duration Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Cleric (Tempest) 1st level Evocation

Wanderer

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You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


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Crusher

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You are practiced in the art of crushing your enemies, granting you the following benefits:

Increase your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Thunderwave

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Cleric(Tempest) 1st level Conjuration

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