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Darkvision

  • casting time
  • range60 ft

Thanks to your elven heritage, 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.

Half-Elf Race

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Half-Elf Race

Dust Digger

Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you: Shovel

Archaeologist Background

Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Archaeologist Background

Personal Characteristics

Personality Trait: Traps don't make me nervous. Idiots who trigger traps make me nervous. I'm happier in a dusty old tomb than I am in the centers of civilization. I love a good puzzle or mystery.
Ideal: Death Wish: Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)
Bond: Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.
Flaw: When given the choice of going left or right, I always go left.

Archaeologist Background

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice:
Hexblade
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Warlock 1st level Class

Hexblade's Curse

  • casting time1 bonus action
  • range30 ft

  • components
  • duration1 minute

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.

Warlock 1st level (Hexblade) Class

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Warlock 1st level (Hexblade) Class

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
A level prerequisite in an invocation refers to warlock level, not character level.

Warlock 2nd level Class


Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

Eldritch Invocation Class

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Eldritch Invocation Class

Devil's Sight

  • casting time
  • range120 ft

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Invocation Class

Improved Pact Weapon

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Eldritch Invocation Class

Thirsting Blade

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Eldritch Invocation Class

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Warlock 3rd level Class

Great Weapon Master

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.

Feat Class

Feat

Feat


Feat

Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a cup of water

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Warlock 1st level Abjuration

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