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Familiar: Octopus [2/2]

  • casting time 1 Action
  • range 10 ft.

  • components -
  • duration Instantaneous

Tentacles: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.

Class Feature

Familiar: Octopus [1/2]

  • casting time 1 Action
  • range 10 ft.

  • components -
  • duration Instantaneous

AC: 12 HP: 13(1d6) Speed: 5 ft., 30 ft. swim

STR: 4 (-3) DEX: 15 (+2) CON: 11 (+0)
INT: 3 (-4) WIS: 10 (+0) CHA: 4 (-3)
Proficiency Bonus: +2
Skills: Perception +2, Stealth +4
Senses: Dark Vision 30 ft., Passive Perception 12

Hold Breath: While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage: The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing: The octopus can breathe only underwater.

Ink Cloud (Recharges after a Short or Long Rest): A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.

Class Feature

Familiar: Cat

  • casting time 1 Action
  • range 10 ft.

  • components -
  • duration Instantaneous

AC: 12 HP: 2 (1d4) Speed: 40 ft., 30 ft. climb

STR: 3 (-4) DEX: 15 (+2) CON: 10 (+0)
INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2)
Proficiency Bonus: +2

Skills: Perception +3, Stealth +4

Senses: Darkvision 30 ft., Dark Vision 120 ft., Passive Perception 13

Keen Smell: The cat has advantage on Wisdom (Perception) checks that rely on smell.

Claws: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Class Feature

Familiar: Rat

  • casting time 1 Action
  • range 10 ft.

  • components -
  • duration Instantaneous

AC: 10 HP: 1 (1d4 - 1) Speed: 20 ft.

STR: 2 (-4) DEX: 11 (+0) CON: 9 (-1)
INT: 2 (-4) WIS: 10 (+0) CHA: 4 (-3)
Proficiency Bonus: +2

Senses: Dark Vision 30 ft., Passive Perception 10

Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.

Bite: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Class Feature

Familiar: Owl

  • casting time 1 Action
  • range 10 ft.

  • components -
  • duration Instantaneous

AC: 11 HP: 1 (1d4 - 1) Speed: 5 ft., 60 ft. fly

STR: 3 (-4) DEX: 13 (+1) CON: 8 (-1)
INT: 2 (-4) WIS: 12 (+1) CHA: 7 (-2)
Proficiency Bonus: +2

Skills: Perception +3, Stealth +3

Senses: Dark Vision 120 ft., Passive Perception 13

Flyby: The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight: The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Talons: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Class Feature

Familiar: Spider

  • casting time 1 Action
  • range 10 ft.

  • components -
  • duration Instantaneous

AC: 12 HP: 1 (1d4 - 1) Speed: 20 ft., 20 ft. climb

STR: 2 (-4) DEX: 14 (+1) CON: 8 (-1)
INT: 1 (-5) WIS: 10 (+0) CHA: 2 (-4)
Proficiency Bonus: +2
Skills: Stealth +4
Senses: Dark Vision 30 ft., Passive Perception 13

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker: The spider ignores movement restrictions caused by webbing.
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.

Class Feature

Wild Shape: Dire Wolf

  • casting time 1 Bonus Action
  • range Self

  • components -
  • duration 1/2 your Druid Level hrs.

AC: 14 HP: 37 (5d10 + 10) Speed: 50 ft.

STR: 17 (+3) DEX: 15 (+2) CON: 15 (+2)
INT: 3 (-4) WIS: 12 (+1) CHA: 7 (-2)
Proficiency Bonus: +2
Skills: Perception +3, Stealth +4
Senses: Passive Perception 13

Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Bite: Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Class Feature

Wild Shape: Brown Bear

  • casting time 1 Bonus Action
  • range Self

  • components -
  • duration 1/2 your Druid Level hrs.

AC: 11 HP: 34 (4d10 + 12) Speed: 40 ft., 30 ft. (climb)

STR: 19 (+4) DEX: 10 (+0) CON: 16 (+3)
INT: 2 (-4) WIS: 13 (+1) CHA: 7 (-2)
Proficiency Bonus: +2
Skills: Perception +3
Senses: Passive Perception 13

Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell.

Multiattack: The bear makes two attacks: one with its bite and one with its claws.

Bite: Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws: Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Class Feature

Wild Shape: Giant Spider [1/2]

  • casting time 1 Bonus Action
  • range Self

  • components -
  • duration 1/2 your Level hrs.

AC: 14 HP: 26 (4d10 + 4) Speed: 30 ft., 30 ft. (climb)

STR: 14 (+2) DEX: 16 (+3) CON: 12 (+2)
INT: 2 (-4) WIS: 11 (+0) CHA: 4 (-3)
Proficiency Bonus: +2
Skills: Stealth +7
Senses: Blind Sight 10 ft., Darkvision 60 ft., Passive Perception 10

Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Multiattack: The bear makes two attacks: one with its bite and one with its claws.

Web Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Class Feature

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Wild Shape: Giant Spider [2/2]

  • casting time 1 Bonus Action
  • range Self

  • components -
  • duration 1/2 your Level hrs.

Web Walker: The spider ignores movement restrictions caused by webbing.

Bite: Melee Weapon Attack: +5 to hit, 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6): Ranged Weapon Attack: +5 to hit, 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10, hp 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).

Class Feature

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