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Attack of Opportunity

  • casting time Reaction
  • range Melee

  • components
  • duration

You use your reaction to make a melee attack against an opponent who leaves your area of reach volunatarily.

Dodge

  • casting time 1 Action
  • range Self

  • components
  • duration 1 Turn

Until the start of your next turn, attackers you can see have disadvantage when attacking you.

During this time you also have advantage on any Dexterity saving throws.

Dash

  • casting time 1 Action
  • range Self

  • components
  • duration Instantaneous

By using your action you can double your current movement speed.

Example: If your speed is 30 ft a turn it will then become 60 ft.

Disengage

  • casting time 1 Action
  • range Self

  • components
  • duration 1 Turn

When taking the Disengage action, your movement will no longer provoke attacks of opportunity.

Help

  • casting time 1 Action
  • range Self

  • components
  • duration 1 Turn

You can lend your aid to another creature. Upon using the Help action, the target gains advantage on the next ability check it makes that you declared you were assisting with, until the beginning of your next turn.

Alternatively, you can aid an ally attacking a creature that is 5 ft from you. In this circumstance you feint and give the first attack from your ally Advantage.

Shove

  • casting time 1 Action
  • range 5 ft

  • components
  • duration Instantaneous

Using the Attack action, you can make a special melee attack to shove a creature 5 ft away from you or shove the opponent down, inflicting the Prone condition.

The target must be no more than 1 size larger than you.
Complete an Athletics contest versus your opponent's Athletics or Acrobatics (their choice) skill.

A shove action against an incapacitated opponent is automatically successful.

Grapple

  • casting time 1 Action
  • range 5 ft

  • components
  • duration Special

You may use your attack action to make a special melee attack.
Your target must be no more than 1 size larger than you and be within reach.

When making a grapple check, you roll an Athletics contest against your opponent's Athletics or Acrobatics (their choice) skill.
If you win the contest your opponent is grappled.

Your opponent may break the grapple by using its action to escape. To do so it must succeed on an Athletics or Acrobatics check
You may drag or carry a grappled opponent, but your speed is halved unless the creature is two sizes smaller than you.

A Grapple against an incapacitated opponent is automatically successful.


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