Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

STEEL DEFENDER - STATS

  • casting time
  • range

  • components
  • duration

Armor Class: 15 (natural armor)
Hit Points: 21
Speed 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
Saving Throws Dex +4, Con +5
Skills Athletics +5, Perception +5
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages: understands the languages you speak

Vigilant: The defender can't be surprised.

ACTIONS (Requires Your Bonus Action)
Force-Empowered Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 3 (7) force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 3 (12) hit points to itself or to one construct or object within 5 feet of it.
REACTIONS
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Battlesmith Class Feature

STEEL DEFENDER - DETAILS

  • casting time
  • range

  • components
  • duration

In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes

Battlesmith Class Feature

THE RIGHT TOOL FOR THE JOB

  • casting time
  • range

  • components
  • duration

With tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Artificer Class Feature

REPLICATE WAND OF MAGIC DETECTION

  • casting time
  • range

  • components
  • duration

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Artificer Infusion

MIND SHARPENER

  • casting time
  • range

  • components
  • duration

(A suit of armor or robes) The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.

Artificer Infusion

ENHANCED WEAPON

  • casting time
  • range

  • components
  • duration

(A simple or martial weapon) This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Artificer Infusion

ENHANCED DEFENSE

  • casting time
  • range

  • components
  • duration

(A suit of armor or a shield) A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Artificer Infusion

GIANT MIGHT

  • casting time
  • range

  • components
  • duration

As a bonus action, you magically gain the following benefits, which last for 1 minute:

-If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.

-You have advantage on Strength checks and Strength saving throws.

-Your weapon attacks deal an extra 1d6 damage.

-You can use this feature twice, and you regain all expended uses of it when you finish a long rest.

Rune Knight Class Feature

UVAR (STORM RUNE)

  • casting time
  • range

  • components
  • duration

Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you are not incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Rune Knight Rune

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

SKYE (CLOUD RUNE)

  • casting time
  • range

  • components
  • duration

This rune's magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack's range. Once you invoke the rune, you can't do so again until you finish a short or long rest.

Rune Knight Rune

INTERCEPTION

  • casting time Reaction
  • range

  • components
  • duration

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Fighter Fighting Style

0 0
0 0