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Fighter

As a fighter, you gain the following class features:

Hit Points
Hit points at 1st level: 10 + Constitution modifier
Hit Dice: 1d10 per fighter level
Hit Points gained at each level up: 1d10 (or 6) + your Constitution modifier per fighter level after 1st.

Proficiencies
Armor: All armor, shields.
Weapons: Simple weapons, martial weapons.
Tools: none.
Saving Throws: Strength, Constitution
Skills: Choose two skills from:
Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) chainmail or (b) leather armor and a longbow with 20 arrows
• (a) a martial Weapon and a Shield or (b) 2 martial Weapons
• (a) a light Crossbow and 20 bolts or (b) 2 Handaxes
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Fighter Class Feature

Fighting Styles

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery
+2 bonus to attack rolls with a ranged weapon.

Defense
While wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Fighter Fighting Style Features

Martial Archetypes

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques.

Choose your Martial Archetype:
• Champion,
• Battle Master, or
• Eldritch Knight.

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Fighter Martial Archetypes

Fighter Features

Fighting Style = Defense [1st]
While wearing armor, you gain a +1 bonus to AC.

Second Wind [1st]
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Can only be used once per short or long rest (until [17th]) .

Action Surge [2nd]
On your turn, you can take one additioal action on top of your regular action and a possible bonus action. One use per Rest.

Martial Archetype = Champion [3rd]
« Raw physical power honed to deadly perfection »
You model yourself to this Champion Archetype, combining rigorous training with physical excellence to deal devastating blows.

Improved Critical [3rd]
Your weapon attacks crit on a roll of 19 or 20.

Extra Attack [5th]
You can attack twice, instead of once, whenever you take the Attack action on your turn. (Thrice at [11th], Four times at [20th])

Indomitable [9th] Reroll one failed saving throw per Long Rest. (Twice at [13th], thrice at [17th]).

Fighter Class Feature

Champion Archetype

Focused on the development of raw physical power honed to deadly perfection, those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical[3rd]
You crit (critically hit) on a roll of 19 or 20.

Remarkable Athelete[7th]
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style[10th]
You can choose a second option from the Fighting Style class feature.

Superior Critical[15th]
You crit (critically hit) on a roll of 18-20.

Survivor[18th]
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Fighter Champion Archetype Features

Rogue

As a rogue you gain the following class features:

Hit Points
Hit points at 1st level: 8 + Constitution modifier
Hit Dice: 1d8 per rogue level
Hit Points gained at each level up: 1d8 (or 5) + your Constitution modifier per rogue level after 1st.

Proficiencies
Armor: Light Armor.
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four skills from:
Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b) a shortsword
• a burglar's pack or (b) a dungeoneer's pack, or (c) an explorer's pack
• Leather armor, two daggers, and thieve's tools.

Rogue Class Feature

Thieves' Cant

During your rogue training, you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

Only another creature that knows thieves' cant understands such messages.

It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as
• whether an area is dangerous or the terretory of a thieves' guild,
• whether loot is nearby, or
• whether the people in an area are easy marks
• whether the the people in the area will provide a safe hous for thieves on the run.

Rogue Class Feature

Sneak Attack

You know how to strike subtly and exploit a foe's distraction.

Once per turn, you can deal an
extra 1d6 damage to one creature if:
1) you have advantage on the attack roll, and
2) you hit it with that attack, and
3) that attack uses a finesse or range weapon.


You do NOT need advantage on the attack roll if:
1) another enemy of the target is within 5ft of it,
2) that enemy isn't incapacitated, and
3) you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.


Rogue Class Feature

Rogue Features

Expertise [1st]+[6th]
Choose 2 of your skill proficiencies (one can be thieves' tools proficiency), and double their proficiency bonus for any ability check that uses them.

Sneak Attack [1st]
Once per turn, you can deal an extra 1d6 damage to one creature you hit with a finesse or ranged weapon attack with advantage. You don't need advantage on the attack roll if the target is flanked and you don't have disadvantage. (Extra damage increases as Rogue levels up)

Thieves' Cant
You've learnt a secret mix of dialect, jargon and code, as well as signs and symbols used to hide messages.

Cunning Action [2nd]
In Combat, you can take a bonus action per turn to either Dash, Disengage or Hide.

Roguish Archetype = Thief [3nd]
You choose an Archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd, 9th, 13th and 17th level.

Uncanny Dodge [5th]
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Rogue Class Feature

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Rogue Features [suite]

Evasion [7th] When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent [11th]
You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense [14th]
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind [15th]
You have aquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive [18th]
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck [20th] (Once per rest)
If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Rogue Class Feature

Roguish Archetypes

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities:
• Thief
• Assassin, or
• Arcane Trickster.

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes.

Your choice of archetype is a reflexion of your focus - not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Rogue Roguish Archetypes

Thief Archetype

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators.

In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.

Fast Hands [3rd]
You can use your Cunning Action's bonus action to:
• Dash
• Disengage,
• Hide
• Use an Object,
• make a Dexterity (Sleight of Hand) check
• use your thieves' tools (disarm trap/open lock)

Second Story Work [3th]
You gain the ability to climb faster than normal. Climbing no longer costs you extra movement.
In addition when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Rogue Thief Archetype Features

Thief Archetype [suite]

Supreme Sneak [9th]
You have advantage on a Dexterity(Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device [13th]
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief's Reflexes [17th]
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Rogue Thief Archetype Features

Cleric

As a Cleric, you gain the following class features:

Hit Points
Hit points at 1st level: 8 + Constitution modifier
Hit Dice: 1d8 per cleric level
Hit Points gained at each level up: 1d8 (or 5) + your Constitution modifier per cleric level after 1st.

Proficiencies
Armor: Light armor, Medium armor, Shields.
Weapons: Simple weapons.
Tools: none.
Saving Throws: Wisdom, Charisma.
Skills: Choose two skills from:
History, Insight, Medecine, Persuasion, and Religion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a Mace or (b) a Warhammer (if proficient)
• (a) a Scale Mail or (b) Leather armor or (c) Chain Mail (if proficient)
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a priest's pack or (b) an explorer's pack
• a Shield and a Holy Symbol.

Cleric Class Feature

Spellcasting

As a conduit for divine power, you can cast cleric spells. (cf Cleric Spell list)

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.

Cantrips: level[0] spells that don't require spell slots
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at level 4 and at level 10.

Spell Slots: The amount you have depends on your cleric level. (cf PHB). To cast a spell, you must expend a slot of a level at least as high as the spell's level. You regain all expended slots when you finish a Long Rest.

Prepared Spells You can prepare a number of [WISmod + yourClericLevel] cleric spells to make them available for you to cast. The spells must be of a level for which you have spell slots. Casting a spell does NOT remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a Long Rest: it requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Cleric Spellcasting

Spellcasting

The power of your spells comes from your devotion to your deity.

Spellcasting Ability For your cleric spells, Wisdom is your spellcasting ability, and you use:
• your proficiency bonus (prof) and
• your Wisdom modifier (WISmod)
whenever, for a cleric spell you cast, you need to:
• set the saving throw DC or
• make a spell attack roll.

                          Spell Save DC = 8 + prof + WISmod
         Spell Attack Modifier =         prof + WISmod

Ritual Casting
You can cast a cleric spell as a ritual if
• that spell has the ritual tag and
• you have the spell prepared.

Yes, for preparation, you have access to all of the cleric spells -as long as your level provides you with appropriate slots to cast them-, unlike the wizard who only has access to the spells written in his personnal spellbook.

Cleric Spellcasting

Divine Domains

A pantheon is composed of a mutlitude of deities.
A deity's domain is the aspects of mortal life and civilization over which that deity has influence.
All the domains over which a deity has influence are called the deity's portfolio.
For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light.


As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain.

Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one religion as Phoebus (radiant) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (healing), emphasizing his association with the Life domain.

Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

Each domain's description gives examples of deities who have influence over that domain.

Gods are included from the worlds of the Forgotten Realms, Celtic, Greek, Norse and Egyptian pantheons of antiquity.

Cleric Divine Domains

Life Domain

The Life domain focuses on the vibrant positive energy -one of the fundamental forces of the universe- that sustains all life.

The gods of life promote vitality/health through:
• healing the sick and wounded,
• caring for those in need, and
• driving away the forces of death and undeath.

Almost any non-evil deity can claim influence over this domain, particularly:
Agricultural deities:
• Chauntea,
• Arawai and
• Demeter
Sun gods:
• Lathander,
• Pelor, and
• Re-Horakhty
Gods of Healing or Endurance:
• Ilmater,
• LMishakal,
• Apollo, and
• Diancecht and
Gods of Home and Community:
• Hestia,
• Hathor, and
• Boldrei.

Cleric Divine Domain of Life

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Divine Domains

Choose one domain related to your deity: Life, Knowledge, Light, Nature, Tempest, Trickery, or War.

Your choice grants you:
domain spells [1st] and other features [1st]
ways to Channel Divinity [2nd]
benefits at [6th], [8th], and [17th] levels.

Domain Spells [1st]
Each domain has a list of spells -its domain spells- that clerics of that domain gain as they level up.
Once you gain a domain spell:
• you always have it prepared, and
• it doesn't count against the number of spells you can prepare each day.

Channel Divinity [2nd]
You channel divine energy directly from your deity to fuel magical effects. You start with 2 such effects:
Turn Undead, and
• an other determined by your domain.
(You choose which effect to create.)

You can Channel Divinity:
• once between rests as soon as [2nd] level,
• twice between rests as soon as [6th] level, and
• thrice between rests as soon as [18th] level.

Cleric Divine Domains

Channel Divinity

Channel Divinity: Turn Undead [2nd]
As an action, you present your holy symbol and speak a prayer censuring the undead.
Each undead that can see or hear you within 30ft of you must succeed a Wisdom saving throw or be turned for 1 minute (or until it takes any damage).

A turned creature:
• moves as far away from you as it can
• can't willingly move to a space within 30 feet of you
• can't take reactions
• can only use the Dash action or try to escape from an effect that prevents it from moving (or the Dodge action, if there's nowhere else to move)


Destroy Undead [5th]
When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold (determined by the cleric level):
[  5th level cleric] destroys Undead of CR ≤ 1/2
[  8th level cleric] destroys Undead of CR ≤ 1
[11th level cleric] destroys Undead of CR ≤ 2
[14th level cleric] destroys Undead of CR ≤ 3
[17th level cleric] destroys Undead of CR ≤ 4

Cleric Generic Channel Divinity Feature

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's assistance you seek, and roll percentile dice: if you roll ≤ your cleric level, your deity intervenes.
The DM chooses the nature of the intervention.
(The effect of any cleric spell or cleric domain spell would be appropriate.)

If your deity intervenes, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Cleric Feature

Life Domain

Life Domain Spells:
[1st] bless, cure wounds
[3rd] lesser restoration, spiritual weapon
[5th] beacon of hope, revivify
[7th] death ward, guardian of faith
[9th] mass cure wounds, raise dead

Bonus Proficiency When you chosose this domain at 1st level, you gain proficiency with Heavy Armor.

Disciple of Life [1st]
Your healing spells are especially effective.
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains [2 + the spell's Level] additional hit points.

Channel Divinity: Preserve Life [2nd]
As an action, you can use your Channel Divinity to heal the badly injured: you present your holy symbol and evoke healing energy that can restore
[5 x your Cleric Level] hit points, which you divide amongst any chosen creatures within 30 feet of you.

This feature can restore a creature to no more than half of its hit point maximum.

You can't use this feature on an undead or a construct.

Cleric Divine Domain of Life Features

Life Domain

Blessed Healer [6th]
Healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to
[2 + the Spell's Level].

Divine Strike [8th]
You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. At [14th] the extra damage increases to 2d8.

Supreme Healing [17th]
Instead of rolling dice to restore hit points with a spell, you use the highest number possible for each die.

Cleric Divine Domain of Life Features

Wizard

As a Wizard, you gain the following class features:

Hit Points
Hit points at 1st level: 6 + Constitution modifier
Hit Dice: 1d6 per wizard level
Hit Points gained at each level up: 1d6 (or 4) + your Constitution modifier per wizard level after 1st.

Proficiencies
Armor: none.
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
Tools: none.
Saving Throws: Intelligence, Wisdom.
Skills: Choose two skills from:
Arcana, History, Insight, Investigation, Medecine, and Religion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a Quarterstaff or (b) a Dagger
• (a) a Component Pouch or (b) an Arcane Focus
• (a) a Scholar's Pack or (b) an Explorer's Pack
• a SpellBook

Wizard Class Feature

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Spellcasting Focus
You can use an Arcane Focus (cf Equipment) as a spellcasting focus for your wizard spells.

Cantrips: level[0] spells that don't require spell slots
At 1st level, you know 3 cantrips of your choice from the wizard spell list. You learn an additional one of your choice at [4th] and [10th] levels.

Spellbook [1st]
Initially containing six 1st-level wizard spells of your choice, your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Spell Slots: The amount of slots you have depends on your wizard level. To cast a spell, you must expend a slot of a level at least as high as the spell's level. You regain all expended slots when you finish a Long Rest.

Ritual Casting
You can cast a wizard spell as a ritual if:
• that spell has the ritual tag and
• you have the spell in your spellbook
You do not need to have that spell prepared.

Wizard Spellcasting

Spellcasting

List of Prepared Spells (LPS): You can prepare a number of [INTmod + yourWizardLevel] spells from your spellbook to make them available for you to cast.
They must be of a level for which you have slots
• Casting a spell does NOT remove it from your LPS.
• You can change your LPS when you finish a Long Rest: it requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least
1 minute per spell level for each spell on your list.


Spellcasting Ability For your Wizard spells, Intelligence is your spellcasting ability, and you use:
• your proficiency bonus (prof) and
• your Intelligence modifier (INTmod)
whenever, for a wizard spell you cast, you need to:
• set the saving throw DC or
• make a spell attack roll.

                          Spell Save DC = 8 + prof + INTmod
         Spell Attack Modifier =         prof + INTmod

Wizard Spellcasting

Wizard

Arcane Recovery [1st]
You have learned to regain some of your magical energy by studying your spellbook.
Once per day, after a short rest, choose up to:
[Half your Wizard's Level (rounded up)] levels worth of expended spell slots to recover.

• None of the slots can be 6th level or higher.

(eg: a 4th level wizard can recover up to 2 levels worth of spell slots: either one 2nd-level spell slot or two 1st-level spell slots).



Arcane Tradition [2nd]
You choose an arcane tradition, shaping your practice of magic through one of eight schools:
        • Abjuration,               • Evocation,
        • Conjuration,           • Illusion,
        • Divination,               • Necromancy, or
        • Enchantment,         • Transmutation.
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wizard Class Feature

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Wizard

Spell Mastery [18th]
You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells [20th]
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Wizard Class High Level Features

Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic.

It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.

The most common arcane traditions in the multiverse revolve around the schools of magic.

Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools.

In some places, these traditions are literally schools: a wizard might study at the School of Illusion while another studies across town at the School of Enchantment.

In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding.

Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

Wizard Arcane Traditions

School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.



Evocation Savant [2nd]
The gold and time you must spend to copy an evocation spell into your spellbook is halved.



Sculpt Spells [2nd]
You can create pockets of relative safety within the effects of your evocation spells.

When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to [1 + the spell's level].

The chosen creatures
• automatically succeed on their saving throws against the spell, and they
• take no damage if they would normally take half damage on a successful save.

Wizard Arcane Tradition of Evocation

School of Evocation

Potent Cantrip [6th] Your damaging cantrips affect even creatures that avoid the brunt of the effect.
When a creature succeeds on a saving throw against your cantrip, the creature
• takes half the cantrip's damage (if any) but
• suffers no additional effect from the cantrip.



Empowered Evocation [10th]
You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.



Overchannel [14th]
You can increase the power of your simpler spells.
When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
• The 1st time you do so, you suffer no adverse effect.
• If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it.
• Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12.
This damage ignores resistance and immunity.

Wizard Arcane Tradition of Evocation

Enrich Your Spellbook

Adding to your SpellBook as you Level Up:
Each time you gain a Wizard level, you can freely add
2 wizard spells of your choice to your spellbook.
You cannot add/learn spells of levels for which you don't have appropriate spell slots.

Copying a Spell into a Book
You can add a found or learnt Wizard Spell to your SpellBook as long as:
• it is on the Wizard Spell List,
• it is not a cantrip,
• you can prepare spells of that level,
• you spare the time & money to decipher and copy it:     [2hours + 50gp] per level of the copied spell

Copying that spell into your spellbook involves reproducting the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Once done, you can prepare the spell just like your other spells.

Wizard Spellbook

Replacing your SpellBook

Replacing your SpellBook
You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook.

This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell.

You need spend only:
[1hour + 10gp] per level of each spell


Losing your SpellBook:
• You can use the same procedure to transcribe the spells that you have prepared into a new spellbook.
• Filling out the remainder of your spellbook requires you find new spells to do so, as normal.
• For this reason, many wizards keep backup spellbooks in a safe place.

Wizard Spellbook

Spellbook

Your spellbook
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse.


The Book's Appearance
Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Wizard Spellbook

Short Rest

A Short Rest is a period of at least 1 hour long of downtime, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.


Spending Hit Dice during a Short Rest:
At the end of a Short Rest, a character can spend one or more Hit Dice, (up to the character's maximum number of Hit Dice, which is equal to the character's level):

For each Hit Dice spent in this way, the player:
• rolls the die and
• adds his Constitution modifier to it.
The character regains hit points equal to the total (minimum of 0).

The player can decide to spend an additional Hit Die after each roll.

A character regains some spent Hit Dice upon finishing a Long Rest.

Game Rules Game Rules

Long Rest

A Long Rest is a period of extended downtime, at least 8 hours long, during which a character
• sleeps for at least 6 hours and
• performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.

If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.

At the end of a Long Rest, a character regains
• all lost Hit Points
• up to half his total number of Hit Dice (minimum 1).

For example, if a character has eight hit dice, he can regain four spent hit dice upon finishing a long rest.

A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

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Short Rest

A Short Rest is a period of at least 1 hour long of downtime, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

Some abilities, once used, cannot be used again until the player takes a sort rest.

Spending Hit Dice during a Short Rest:
At the end of a Short Rest, a character can spend one or more Hit Dice, (up to the character's maximum number of Hit Dice, which is equal to the character's level):

For each Hit Dice spent in this way, the player:
• rolls the die and
• adds his Constitution modifier to it.
The character regains hit points equal to the total (minimum of 0).

The player can decide to spend an additional Hit Die after each roll.

A character regains some spent Hit Dice upon finishing a Long Rest.

Game Rules Game Rules

Attack Roll

Game Rules Game Rules

Long Rest

A Long Rest is a period of extended downtime, at least 8 hours long, during which a character
• sleeps for at least 6 hours and
• performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.

If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.

At the end of a Long Rest, a character regains
• all lost Hit Points
• up to half his total number of Hit Dice (minimum 1).

For example, if a character has eight hit dice, he can regain four spent hit dice upon finishing a long rest.

A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Game Rules Game Rules

Ability Check [1/2]

An ability check tests a character's innate talent and training in an effort to overcome a challenge.

The GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.

To make an ability check:
• roll a d20 and
• add the relevant ability modifier
• apply bonuses and penalties, and
• compare the total to the DC.

If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand.

Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.

Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)
For example, a Dexterity check might reflect a

Game Rules Game Rules

Ability Check [2/2]

character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.

Game Rules Game Rules

Skill Check

A skill check tests a character's innate talent and training in an effort to overcome a particular skill challenge.

The GM decides which of the skills is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class.

To make a skill check:
• roll a d20 and
• add the skill modifier (which includes the relevant ability modifier and eventual proficiency bonus)
• apply other bonuses and penalties, and
• compare the total to the DC.

If the total equals or exceeds the DC, the skill check is a success--the creature overcomes the challenge at hand.

Otherwise, it's a failure, which means the character makes no progress toward the objective or makes progress combined with a setback determined by the GM.

A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect.

Game Rules Game Rules

Saving Throw

Game Rules Game Rules

Attack Roll

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Short Rest

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Action Surge

Fighter Class Feature

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Fighter Class Feature

Indomitable

Beginning at 9th level, 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.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Fighter Class Feature

Fighter

Roublard

Attaque Sournoise

Jargon des Voleurs

Expertise 2 compétences (de votre choix) que vous maîtrisez (vous pouvez choisir la maîtrise de vos outils de voleur) voient leur bonus de maîtrise doublé.

Ruse + Mains Lestes: Votre vivacité d'esprit et votre agilité vous permettent de vous déplacer et d'agir rapidement. Vous pouvez effectuer une action bonus à chacun de vos tours en combat. Cette action ne peut être utilisée que pour
• [Se Désengager],
• [Se Cacher], ou
• [Foncer]
• [un jet de Dextérité (Escamotage)],
• [Désarmer un piège avec outils de voleur]
• [Ouvrir une serrure avec Outils de Voleur], ou
• prendre l'action [Utiliser un Objet].

Monte-en-l'Air:
Escalader ne vous coûte plus aucun mouvement supplémentaire.
• La distance que vous pouvez couvrir en Saut en Longueur augmente de mod[DEX]x30cm.

1d8 (ou 5) + mod[CON] Classe

Attaque Sournoise

Attaque Sournoise: Vous savez trouver et exploiter subtilement la distraction d'un ennemi.
Une fois par tour, vous pouvez infliger [1d6 dégâts supplémentaires] à une créature que vous réussissez à toucher si vous avez l'avantage au jet d'attaque. L'attaque doit utiliser une arme de finesse ou une arme à distance.
Vous n'avez pas besoin d'avoir l'avantage si un autre ennemi de la cible est à 1,5m ou moins de celle-ci, que cet ennemi n'est pas incapable d'agir, et que vous n'avez pas un désavantage au jet d'attaque.
Le nombre de dégâts supplémentaires augmente à mesure que vous gagnez des niveaux. (cf tableau)

Conditions de l'Attaque Sournoise:
❶ vous réussissez à toucher la cible
❷ l'arme que vous utilisez est soit:
• une arme de finesse ou
• une arme à distance
❸ Position tactique:
• vous avez l'avantage au jet d'attaque ou alors
• vous n'avez pas de désavantage et la cible a déjà un ennemi à moins de 1,5m

Roublard Roublard

2 2
2 2
2 2
0 0
0 0

Jargon des Voleurs

Jargon des Voleurs: Au cours de votre formation de roublard, vous avez appris le jargon des voleurs, un mélange secret de dialecte, de jargon et de codes, qui vous permet de cacher des messages dans une conversation apparament normale.

Seule une autre créature qui connaît le jargon des voleurs comprend ces messages.

Il faut quatre fois plus de temps pour transmettre un tel message qu'il ne le faudrait pour transmettre la même idée clairement.


En outre, vous comprenez un ensemble de signes et de symboles secrets utilisés pour transmettre des messages courts et simples, comme pour indiquer qu'une zone est dangereuse ou qu'elle fait partie du territoire d'une guilde des voleurs, qu'un butin est à proximité, ou que les gens d'une région sont des proies faciles ou qu'ils fourniront une maison sûre pour des voleurs en fuite.

Roublard Roublard

Enrichir un Grimoire

Apprendre des sorts:
À chaque gain de niveau, vous ajoutez 2 Sorts de Magicien de votre choix* à votre grimoire.

Copier un sort dans son Grimoire: Lorsque vous trouvez ou apprenez un sort de magicien (de niveau ≥ 1), vous pouvez l'ajouter à votre grimoire:
• s'il est d'un niveau que vous pouvez préparer et
• si vous dépensez le temps et l'argent nécessaire pour le déchiffrer et le copier.

Pour chaque niveau du sort, le processus:
prend [2 heures] et coûte [50 pièces d'or].

Copier un sort dans votre grimoire consiste à reproduire la forme de base du sort, à déchiffrer le système unique de notation utilisé par le magicien qui l'a écrit, puis à pratiquer le sort jusqu'à comprendre les sons ou les gestes nécessaires, afin de le transcrire dans votre grimoire en utilisant votre propre notation. Le coût représente les composantes matérielles que vous dépensez lors de vos expériences pour maîtriser le sort, ainsi que les fines encres dont vous avez besoin.

Roublard Wizard

Copier un Grimoire

Remplacer son Grimoire
Vous pouvez copier un sort depuis votre grimoire vers un autre, afin d'en faire une copie.

C'est un processus similaire à la copie d'un nouveau sort dans votre grimoire, mais plus facile et plus rapide, car vous connaissez votre propre notation et savez déjà lancer le sort.

Pour chaque niveau du sort, le processus:
prend [1 heure] et coûte [10 pièces d'or].


Si vous perdez votre grimoire, vous pouvez utiliser la même procédure pour recopier les sorts que vous aviez préparés dans un nouveau grimoire. Pour remplire le reste de votre grimoire, vous devrez trouver de nouveaux les sorts qu'il vous manque. Pour cette raison, de nombreux magiciens gardent une copie de leur grimoire dans un endroit sûr.

Roublard Wizard

Wizard

Lanceur de sorts
• DD = 8 + maîtrise + mod[INT]
• Mod d'attaque de sort = maîtrise + mod[INT]

Rituel:
Vous pouvez lancer un sort de mage étiquetté 'rituel' si vous avez le sort dans votre grimoire. Vous n'avez pas besoin d'avoir préparé le sort.

Restauration magique:
vous regagnez une partie de votre énergie margique par l'étude de votre grimoire.
Une fois par jour, après un repos court, vous récupérez [la moitié de votre niveau de magicien arrondi au supérieur] niveaux d'emplacements de sorts (slots) dépensés.

Niveaux de Slots récupérés =
[Niveau de Magicien/2] arrondi au supérieur.

Focaliseur Magique: vous pouvez utiliser un focaliseur arcanique comme focaliseur magique pour vos sorts de magicien.

1d6 (or 4) + mod[CON] Class

Wizard

L'intelligence est votre caractéristique pour lancer vos sorts de magicien, car vous apprenez vos sorts à travers l'étude et la mémorisation. Vous utilisez votre Intelligence chaque fois qu'un sort se réfère à votre capacité de lancer des sorts.

Vous utilisez votre mod[INT] (modificateur d'Intelligence) pour définir le DD (degré de difficulté) du Jet de Sauvegarde de vos sorts ainsi que pour leurs Jets d'Attaque:
• DD = 8 + maîtrise + mod[INT]
• Mod d'attaque de sort = maîtrise + mod[INT]


Tradition Arcanique = Evocation:
Vous concentrez vos études sur la magie qui crée des effets élémentaires puissants telles qu'un froid glacial, une flamme brûlantes, un roulement de tonnerre, une foudre qui crépite ou bien encore de l'acide brûlant. Certains évocateurs se font employer par les forces militaires, servant d'artillerie pour faire sauter les armées ennemies de loin. D'autres utilisent leurs pouvoirs spectaculaires pour protéger les faibles, tandis que d'autres servent leur propre intérêt.

Arcanic tradition Evocation

Wizard

Evocateur Érudit: l'or et le temps que vous devez passer pour copier un sort d'évocation dans votre grimoire sont réduits de moitié: pour chaque niveau du sort d'Évocation, le processus
prend [1 heure] et coûte [25 pièces d'or] .

Une fois que vous avez passé le temps et dépensé l'argent, vous pouvez préparer le sort comme vos autres sorts.


Façonneur de sorts:
Vous pouvez créer des poches de relative sécurité dans les effets de vos sorts d'évocation.

Lorsque vous lancez un sort d'évocation qui affecte d'autres créatures que vous pouvez voir, vous pouvez choisir d'en épargner un nombre d'entre elles égal à [1 + le niveau du sort].

Les créatures choisies
• réussissent automatiquement leur jet de sauvegarde contre le sort, et
• ne prennent pas de dégâts si elles devraient normalement en prendre la moitié sur un jet de sauvegarde réussi

Arcanic tradition Evocation

Arcanic tradition

Arcanic tradition

Generalities

Arcanic tradition

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Short Rest

A Short Rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a Short Rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Dice spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a Long Rest.

Game Rules Game Rules

Long Rest

A Long Rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.
At the end of a Long Rest, a character regains all lost Hit Points. The character also regains spent Hit Dice, up to a number of dice equal to half the character's total number of them (minimum of one die). For example, if a character has eight hit dice, he can regain four spent hit dice upon finishing a long rest.
A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Game Rules Game Rules

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

As normal, you can't increase an ability score above 20 using this feature.

All Classes Class Feature

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Divine Domains short

Choose one domain related to your deity: Life, Knowledge, Light, Nature, Tempest, Trickery, or War.

Your choice grants you:
domain spells [1st] and other features [1st]
ways to Channel Divinity [2nd]
benefits at [6th], [8th], and [17th] levels.

Domain Spells [1st]
Each domain has a list of spells -its domain spells- that clerics of that domain gain as they level up.
Once you gain a domain spell:
• you always have it prepared, and
• it doesn't count against the number of spells you can prepare each day.

Channel Divinity [2nd]
You channel divine energy directly from your deity to fuel magical effects. You start with 2 such effects: Turn Undead + an other determined by your domain.
When Channelling Divinity, you choose which effect to create.
You can Channel Divinity once between rests at [2nd] level, twice between rests at [6th] level, and thrice between rests at [18th] level.
When your Channel Divinity effects require saving throws, the DC is your cleric spell save DC.

Cleric Divine Domains

Guerrier

Style de combat = Défense Si vous portez une armure, vous obtenez un bonus de +1 à la CA.

Second Souffle:
Vous possédez une réserve d'endurance limitée dans laquelle vous pouvez puiser pour vous protéger contre les dégâts.
A votre tour vous pouvez utiliser une action-bonus pour regagner [1d10+Niveau] points de vie.
Une fois cette capacité utilisée, vous devez terminer un repos court ou long pour pouvoir l'utliser de nouveau.

Sursaut: à votre tour, vous pouvez réaliser une action supplémentaire en plus de votre action normale et de votre éventuelle action bonus.

Archétype martial = Champion
Vous vous concentrez sur le développement du pouvoir physique brut pour parvenir à la perfection mortelle, combinant une formation rigoureuse et une excellence physique pour porter des coups dévastateurs.

Critique Amélioré: (à partir du niveau 3),
vos attaques avec les armes sont considérées comme un coup critique sur un jet naturel de 19 ou 20.

1d10 (ou 6) + mod[CON] Classe

Enrichir un Grimoire

Apprendre des sorts:
À chaque gain de niveau, vous ajoutez 2 Sorts de Magicien de votre choix* à votre grimoire.

Copier un sort dans son Grimoire: Lorsque vous trouvez ou apprenez un sort de magicien (de niveau ≥ 1), vous pouvez l'ajouter à votre grimoire:
• s'il est d'un niveau que vous pouvez préparer et
• si vous dépensez le temps et l'argent nécessaire pour le déchiffrer et le copier.

Pour chaque niveau du sort, le processus:
prend [2 heures] et coûte [50 pièces d'or].

Copier un sort dans votre grimoire consiste à reproduire la forme de base du sort, à déchiffrer le système unique de notation utilisé par le magicien qui l'a écrit, puis à pratiquer le sort jusqu'à comprendre les sons ou les gestes nécessaires, afin de le transcrire dans votre grimoire en utilisant votre propre notation. Le coût représente les composantes matérielles que vous dépensez lors de vos expériences pour maîtriser le sort, ainsi que les fines encres dont vous avez besoin.

1d10 (ou 6) + mod[CON] Magicien

Copier un Grimoire

Remplacer son Grimoire
Vous pouvez copier un sort depuis votre grimoire vers un autre, afin d'en faire une copie.

C'est un processus similaire à la copie d'un nouveau sort dans votre grimoire, mais plus facile et plus rapide, car vous connaissez votre propre notation et savez déjà lancer le sort.

Pour chaque niveau du sort, le processus:
prend [1 heure] et coûte [10 pièces d'or].


Si vous perdez votre grimoire, vous pouvez utiliser la même procédure pour recopier les sorts que vous aviez préparés dans un nouveau grimoire. Pour remplire le reste de votre grimoire, vous devrez trouver de nouveaux les sorts qu'il vous manque. Pour cette raison, de nombreux magiciens gardent une copie de leur grimoire dans un endroit sûr.

1d10 (ou 6) + mod[CON] Magicien

Magicien

Lanceur de sorts
• DD = 8 + maîtrise + mod[INT]
• Mod d'attaque de sort = maîtrise + mod[INT]

Rituel:
Vous pouvez lancer un sort de mage étiquetté 'rituel' si vous avez le sort dans votre grimoire. Vous n'avez pas besoin d'avoir préparé le sort.

Restauration magique:
vous regagnez une partie de votre énergie margique par l'étude de votre grimoire.
Une fois par jour, après un repos court, vous récupérez [la moitié de votre niveau de magicien arrondi au supérieur] niveaux d'emplacements de sorts (slots) dépensés.

Niveaux de Slots récupérés =
[Niveau de Magicien/2] arrondi au supérieur.

Focaliseur Magique: vous pouvez utiliser un focaliseur arcanique comme focaliseur magique pour vos sorts de magicien.

1d6 (ou 4) + mod[CON] Classe

2 2
0 0
0 0
0 0
0 0

Magicien

L'intelligence est votre caractéristique pour lancer vos sorts de magicien, car vous apprenez vos sorts à travers l'étude et la mémorisation. Vous utilisez votre Intelligence chaque fois qu'un sort se réfère à votre capacité de lancer des sorts.

Vous utilisez votre mod[INT] (modificateur d'Intelligence) pour définir le DD (degré de difficulté) du Jet de Sauvegarde de vos sorts ainsi que pour leurs Jets d'Attaque:
• DD = 8 + maîtrise + mod[INT]
• Mod d'attaque de sort = maîtrise + mod[INT]


Tradition Arcanique = Evocation:
Vous concentrez vos études sur la magie qui crée des effets élémentaires puissants telles qu'un froid glacial, une flamme brûlantes, un roulement de tonnerre, une foudre qui crépite ou bien encore de l'acide brûlant. Certains évocateurs se font employer par les forces militaires, servant d'artillerie pour faire sauter les armées ennemies de loin. D'autres utilisent leurs pouvoirs spectaculaires pour protéger les faibles, tandis que d'autres servent leur propre intérêt.

Tradition Arcanique Evocation

Magicien

Evocateur Érudit: l'or et le temps que vous devez passer pour copier un sort d'évocation dans votre grimoire sont réduits de moitié: pour chaque niveau du sort d'Évocation, le processus
prend [1 heure] et coûte [25 pièces d'or] .

Une fois que vous avez passé le temps et dépensé l'argent, vous pouvez préparer le sort comme vos autres sorts.


Façonneur de sorts:
Vous pouvez créer des poches de relative sécurité dans les effets de vos sorts d'évocation.

Lorsque vous lancez un sort d'évocation qui affecte d'autres créatures que vous pouvez voir, vous pouvez choisir d'en épargner un nombre d'entre elles égal à [1 + le niveau du sort].

Les créatures choisies
• réussissent automatiquement leur jet de sauvegarde contre le sort, et
• ne prennent pas de dégâts si elles devraient normalement en prendre la moitié sur un jet de sauvegarde réussi

Tradition Arcanique Evocation

Roublard

Attaque Sournoise

Jargon des Voleurs

Expertise 2 compétences (de votre choix) que vous maîtrisez (vous pouvez choisir la maîtrise de vos outils de voleur) voient leur bonus de maîtrise doublé.

Ruse + Mains Lestes: Votre vivacité d'esprit et votre agilité vous permettent de vous déplacer et d'agir rapidement. Vous pouvez effectuer une action bonus à chacun de vos tours en combat. Cette action ne peut être utilisée que pour
• [Se Désengager],
• [Se Cacher], ou
• [Foncer]
• [un jet de Dextérité (Escamotage)],
• [Désarmer un piège avec outils de voleur]
• [Ouvrir une serrure avec Outils de Voleur], ou
• prendre l'action [Utiliser un Objet].

Monte-en-l'Air:
Escalader ne vous coûte plus aucun mouvement supplémentaire.
• La distance que vous pouvez couvrir en Saut en Longueur augmente de mod[DEX]x30cm.

1d8 (ou 5) + mod[CON] Classe

Attaque Sournoise

Attaque Sournoise: Vous savez trouver et exploiter subtilement la distraction d'un ennemi.
Une fois par tour, vous pouvez infliger [1d6 dégâts supplémentaires] à une créature que vous réussissez à toucher si vous avez l'avantage au jet d'attaque. L'attaque doit utiliser une arme de finesse ou une arme à distance.
Vous n'avez pas besoin d'avoir l'avantage si un autre ennemi de la cible est à 1,5m ou moins de celle-ci, que cet ennemi n'est pas incapable d'agir, et que vous n'avez pas un désavantage au jet d'attaque.
Le nombre de dégâts supplémentaires augmente à mesure que vous gagnez des niveaux. (cf tableau)

Conditions de l'Attaque Sournoise:
❶ vous réussissez à toucher la cible
❷ l'arme que vous utilisez est soit:
• une arme de finesse ou
• une arme à distance
❸ Position tactique:
• vous avez l'avantage au jet d'attaque ou alors
• vous n'avez pas de désavantage et la cible a déjà un ennemi à moins de 1,5m

Roublard Roublard

Jargon des Voleurs

Jargon des Voleurs: Au cours de votre formation de roublard, vous avez appris le jargon des voleurs, un mélange secret de dialecte, de jargon et de codes, qui vous permet de cacher des messages dans une conversation apparament normale.

Seule une autre créature qui connaît le jargon des voleurs comprend ces messages.

Il faut quatre fois plus de temps pour transmettre un tel message qu'il ne le faudrait pour transmettre la même idée clairement.


En outre, vous comprenez un ensemble de signes et de symboles secrets utilisés pour transmettre des messages courts et simples, comme pour indiquer qu'une zone est dangereuse ou qu'elle fait partie du territoire d'une guilde des voleurs, qu'un butin est à proximité, ou que les gens d'une région sont des proies faciles ou qu'ils fourniront une maison sûre pour des voleurs en fuite.

Roublard Roublard

Repos Court

Un Repos Court est une période de temps mort qui dure au moins 1 heure, durant laquelle un personnage ne fait rien de plus demandant que manger, boire, lire ou panser ses plaies.

Un personnage peut utiliser un ou plusieures dés de vie à la fin d'un repos court,
(à concurrence du nombre de dés de vie maximums d'un personnage, ce qui équivaut au niveau du personnage).

Pour chaque dé de vie dépensé de cette façon, le joueur jette le dé et ajoute son modificateur de Constitution.

Le personnage regagne un nombre de points de vie égal au total.

Le joueur peut décider de dépenser un dé de vie additionnel après chaque dé lancé.

Un personnage regagne les dés de vie ainsi dépensés après un Repos Long.

Mécanique de Jeu Mecanique de Jeu

Repos Long

Un Repos Long est une longue période de temps mort qui dure au moins 8 heures, et durant laquelle un personnage dort ou exécute des activités triviales comme lire, parler, manger ou monter la garde pendant moins de 2 heures.

Si le repos est interrompu par une période d'activité fatigante (au moins une heure de marche, de combat d'incantation ou d'activités similaires), le personnage doit recommencer le repos long depuis le début pour en bénéficier.

A la fin d'un repos long, un personnage regagne tous les points de vie qu'il a perdus.

Le personnage regagne aussi les dés de vie qu'il a dépensés, jusqu'à concurrence d'un nombre de dés égal à la moitié des dés de vie maximum du personnage (minimum 1 dé).

Par exemple, si un personnage a 8 dés de vie, il peut en regagner 4 lorsqu'il termine un repos long. Un personnage ne peut bénéficier de plus d'un repos long par periode de 24heures et doit avoir au moins un point de vie au début du repos pour en gagner ses bienfaits.

Mécanique de Jeu Mecanique de Jeu

Mécanique de Jeu

Mécanique de Jeu

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Mécanique de Jeu

Roublard [1/3]



Archétype de Roublard = Voleur
Vous perfectionnez vos compétences dans les arts du larcin. Cambrioleurs, bandits, coupe-bourses et autre criminels suivent généralement cet archétype, de même que les roublards qui se considèrent eux-mêmes comme des chercheurs de trésors professionnels, des explorateurs ou des investigateurs. En plus d'améliorer votre agilité et votre furtivité, vous apprenez des compétences utiles pour pénétrer dans des ruines antiques, lire des langues inconnues ou utiliser des objets magiques que vous ne pourriez normalement pas employer
Expertisechoisissez 2 compétences que vous maîtrisez (vous pouvez choisir la maîtrise de vos outils de voleur). Ces 2 compétences voient leur bonus de maîtrise doublé.

Ruse + Mains Lestes: Votre vivacité d'esprit et votre agilité vous permettent de vous déplacer et d'agir rapidement. Vous pouvez effectuer une action bonus à chacun de vos tours en combat. Cette action ne peut être utilisée que pour
• [Se Désengager],

1d8 (ou 5) + mod[CON] Classe

Roublard [2/3]

• [Se Cacher], ou
• [Foncer].

Mains Lestes: vous pouvez utiliser l'action bonus accordée par votre Ruse pour réaliser un jet de Dextérité (Escamotage), utiliser vos outils de voleur pour désarmer un piège ou ouvrir une serrure, ou prendre l'action Utiliser un objet.

Monte-en-l'Air: Vous gagnez la possibilité d'escalader plus vite que la normale: escalader ne vous coûte aucun mouvement supplémentaire.
En outre, lorsque vous effectuez un saut en longueur, la distance que vous pouvez couvrir augmente de 30cm pour chaque point de votre modificateur de dextérité.

Jargon des Voleurs: Au cours de votre formation de roublard, vous avez appris le jargon des voleurs, un mélange secret de dialecte, de jargon et de codes, qui vous permet de cacher des messages dans une conversation apparament normale. Seule une autre créature qui connaît le jargon des voleurs comprend ces messages. Il faut quatre fois plus de temps pour transmettre un tel message qu'il ne le faudrait pour transmettre la même idée clairement.
En outre, vous comprenez un

1d8 (ou 5) + mod[CON] Classe

Roublard [3/3]

ensemble de signes et de symboles secrets utilisés pour transmettre des messages courts et simples, comme pour indiquer qu'une zone est dangereuse ou qu'elle fait partie du territoire d'une guilde des voleurs, qu'un butin est à proximité, ou que les gens d'une région sont des proies faciles ou qu'ils fourniront une maison sûre pour des voleurs en fuite.

1d8 (ou 5) + mod[CON] Classe

1d8 (ou 5) + mod[CON]

1d8 (ou 5) + mod[CON]

1d8 (ou 5) + mod[CON]

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Vision dans le noir

Vous pouvez voir à 18m dans une faible lumière comme vous verriez avec une lumière vive.
Vous pouvez voir dans le noir comme vous verriez avec une lumière faible.

Dans le noir, vous ne discernez pas les couleurs, uniquement des nuances de gris.

Elfe Race

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Ascendance Féérique

Vous avez l'avantage aux jets de sauvegarde contre les effets de charme et la magie ne peut pas vous endormir.

Elfe Race

Transe

Les elfes n'ont pas besoin de dormir. Au lieu de cela, ils méditent profondément, restant à demi conscients, 4 heures par jour (le mot commun pour désigner cette méditation est transe). En méditant, vous pouvez rêver, tant bien que mal, et ces rêves sont en fait des exercices mentaux qui deviennent un réflexe après des années de pratique. Après un repos de ce type, vous obtenez les mêmes avantages qu'un humain après 8 heures de sommeil.

Elfe Race

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