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Prestidigitation

  • casting time 1 action
  • range 10 ft

  • components V S
  • duration up to 1 hour

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Wizard cantrip

Gem Flight

  • casting time 1 bonus action
  • range self

  • components none
  • duration 1 minute

You can use a bonus action to manifest spectral wings on your body.  These wings last for 1 minute.  For the duration, you gain a flying speed equal to your walking speed and you can hover.  Once you use this trait, you can’t do so again until you finish a long rest.

Dragonborn Feature

Breath Weapon

  • casting time 1 attack
  • range 15 ft cone

  • components none
  • duration instantaneous

When you take the attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone.  Each creature in that area must make a Dexterity saving throw (DC= 8 = proficiency + Con Mod).  On a failed save, the creature takes 2d10 force damage.  On a successful safe, it takes half as much damage.

Dragonborn Feature

Piercing Arrow

  • casting time Special
  • range Special

  • components none
  • duration Instantaneous

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

Arcane Archer Feature

Sharpshooter

  • casting time Part of Attack
  • range Special

  • components none
  • duration instantaneous

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.  Your ranged weapon attacks ignore half and three-quarters cover.  Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Feat Feat

Beguiling Arrow

  • casting time Special
  • range Special

  • components none
  • duration instantaneous

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Arcane Archer Feature

Curving Shot

  • casting time Part of Attack
  • range Special

  • components None
  • duration Instantaneous

When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Arcane Archer Feature

Seeking Arrow

  • casting time Passive
  • range Special

  • components None
  • duration Instantaneous

Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

Arcane Archer Feature

Indomitable

  • casting time none
  • range self

  • components none
  • duration instantaneous

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Fighter Feature

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Magic Arrow

  • casting time Passive
  • range Special

  • components None
  • duration Instantaneous

Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Arcane Archer Feature

Arcane Shot

  • casting time Part of Attack
  • range Special

  • components none
  • duration instantaneous

Once per turn when you fire a magic arrow from a short bow or longbow as part of the attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits the creature, unless the option doesn’t,t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

Arcane Archer Feature

Second Wind

  • casting time 1 bonus action
  • range self

  • components none
  • duration instantaneous

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

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,You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour., ,You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.,