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Guard Medium humanoid (any race), any alingment 1/8 25 xp

  • Armor class 16 (chain shirt, shield)
  • Hit points 11 (2d8 + 2)
  • Speed 30ft
  • STR13 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS11 (0)
  • CHA10 (0)

Skills: Perception +2

Senses: PP 12

Languages: any one language (usually Common)

Challenge: 1/8 (25 xp)



Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft, or range 20/60ft, one target. Hit: 4 (1d6 + 1) piercing damage.

Ghreyt Effin Johb

Ghreyt Effin Johb Medum Human, Chaotic Good 5 1 xp

  • Armor class 12 (Unarmored)
  • Hit points 44 (5d6+20)
  • Speed 30 ft.
  • STR 19 (+4)
  • DEX 15 (+2)
  • CON 18 (+4)
  • INT 13 (+1)
  • WIS 12 (+1)
  • CHA 18 (+4)

Save Throws: Str+1, Dex+2, Con+7, Int+1, Wis+1, Cha+7

Skills: Stealth+5,Arcana+4,Deception+7,Persuasion+7

Senses: Darkvision 60 ft

Languages: Common

Challenge: 5 (1 xp)

War Caster: Gain advantage on Concentration checks when taking damage. Can perform somatic spell components with hands full. Can cast some spells as opportunity attacks.

3rd Level Spellcaster (Cha DC 15) ATK +8
Cantrips: Firebolt, Ray of Frost, Magehand, Toll the dead, Spare the Dying
1st Level(4 Slots): Cure Wounds, Magic Missile, Shield, Bless
2nd Level (3 Slots): Alter Self, Web
3rd Level (2 Slots): Fireball


Light Crossbow: ATK +5, 1d8+2 Piercing
Dagger: ATK +5, 1d4+2 Piercing

Sorcery Points: 5
Empowered:When rolling spell damage, spend 1 sorcery point to reroll up to 4 damage dice. You must use the new rolls. You can use Empowered Spell even if you've already used Metamagic while casting the spell.
Quickened:When you cast a spell that has a casting time of 1 action, spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Legendary Actions

Favored by the Gods: 1/short or long rest, if you fail a save or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.