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Gnome Cunning

  • casting time
  • range

  • components
  • duration

Advantage on INT, WIS, and CHA saves against magic.

Gnome Feature

Sneak Attack

  • casting time
  • range

  • components
  • duration

2d6 extra damage on attacks where you have advantage or another enemy of creature is within 5 ft. (use once/turn).

Rogue 1st level Feature

Stone Camouflage

  • casting time
  • range

  • components
  • duration

You have advantage on Dexterity (stealth) checks to hide in rocky terrain.

Deep Gnome Feature

Thieves' Cant

  • casting time
  • range

  • components
  • duration

You can convey secret messages hidden in normal conversation.

https://forgottenrealms.fandom.com/wiki/Thieves%27_cant_dictionary

Rogue 1st level Feature

Bad Reputation

  • casting time
  • range

  • components
  • duration

No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Pirate Feature

Fade Away

  • casting time Reaction
  • range

  • components
  • duration

Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

Gnome Feat

Cunning Action

  • casting time Bonus Action
  • range

  • components
  • duration

As a bonus action you can Dash, Disengage or Hide (use once/turn).

Rogue 2nd level Feature

Steady Aim

  • casting time Bonus Action
  • range

  • components
  • duration

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Rogue 3rd level Feature

Mage Hand [1/2]

  • casting time 1 action
  • range 30 feet

  • components V,S
  • duration 1 minute

Sie Medeis Manus

A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your Action to control the hand:
- use the hand to manipulate an object
- open an unlocked door or container
- stow or retrieve an item from an open container
- pour the Contents out of a vial.

You can move the hand up to 30 feet each time you use it. The hand can't Attack, activate magical items, or carry more than 10 pounds.

Legerdemain: When you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it (You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity [Sleight of Hand] check contested by the creature's Wisdom [Perception] check):
• stow one object the hand is holding in a container worn or carried by another creature
• retrieve an object in a container worn or carried by another creature
• use thieves' tools to pick locks and disarm traps at range

In addition, you can use the

Arcane Trickster Conjuration cantrip

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Mage Hand [2/2]

  • casting time 1 action
  • range 30 feet

  • components V,S
  • duration 1 minute

bonus action granted by your Cunning Action to control the hand.

Arcane Trickster Conjuration cantrip

Fire Bolt

  • casting time 1 action
  • range 120 feet

  • components V,S
  • duration Instantaneous

Incendo Confrigo

You hurl a mote of fire at a creature or object within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).

Arcane Trickster Evocation cantrip

Poison Spray

  • casting time 1 action
  • range 10 feet

  • components V,S
  • duration Instantaneous

Sie Spargo Venenum

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th Level (2d12), 11th level (3d12), and 17th level (4d12).

Arcane Trickster Conjuration cantrip

Chromatic Orb

  • casting time 1 action
  • range 90 feet

  • components V,S,M
  • duration Instantaneous

A diamond worth at least 50 gp

Orbis Chromaticus

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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.

Arcane Trickster 1st level Evocation

Id Insinuation

  • casting time 1 action
  • range 60 feet

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

Protectio Potens Mentis

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

Arcane Trickster 1st level Enchantment

Puppet

  • casting time 1 action
  • range 120 feet

  • components V
  • duration Instantaneous

Subtraxerit

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

Arcane Trickster 1st level Enchantment

Sleep

  • casting time 1 action
  • range 90 feet

  • components V,S,M
  • duration 1 minute

A pinch of fine sand, rose petals, or a cricket

Descendere in Somnium Tenebrae

This spell sends Creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of Creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).

Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an Action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.

Undead and Creatures immune to being Charmed aren't affected by this spell.

When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Arcane Trickster 1st level Enchantment

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