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Cunning Action

  • casting time NA
  • range NA

  • components NA
  • duration NA

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Rogue Level 1

Sneak Attack

  • casting time NA
  • range NA

  • components NA
  • duration NA

Beginning at 1st level, 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 you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and 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 Level 1

Expertise

  • casting time NA
  • range NA

  • components NA
  • duration NA

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Rogue Level 1

Nimble

  • casting time NA
  • range NA

  • components NA
  • duration NA

You can move through the space of any creature that is of a size larger than yours.

Halfling

Lucky

  • casting time NA
  • range NA

  • components NA
  • duration NA

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Halfling

Brave

  • casting time NA
  • range NA

  • components NA
  • duration NA

You have advantage on saving throws against being frightened

Halfling

Action Surge

  • casting time NA
  • range NA

  • components NA
  • duration NA

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Fighter Level 2

Second Wind

  • casting time NA
  • range NA

  • components NA
  • duration NA

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Fighter Level 1

Great Weapon Fighting

  • casting time NA
  • range NA

  • components NA
  • duration NA

When you roll a 1 or 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 the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Figher Level 1

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Savage Attacks

  • casting time NA
  • range NA

  • components NA
  • duration NA

When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Half Orc

Relentless

  • casting time NA
  • range NA

  • components NA
  • duration NA

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Half Orc

Channel Divinity: Destructive Wrath

  • casting time NA
  • range NA

  • components NA
  • duration NA

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Cleric Level 2

Unarmored Movement

  • casting time NA
  • range NA

  • components NA
  • duration NA

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels. 2nd level +10 Feet, 6th Level +15 feet, 10th Level +20 Feet, 14th Level +25 Feet, 18th Level +30 Feet

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monk Level 2

Ki

  • casting time NA
  • range NA

  • components NA
  • duration NA

When you spend a ki point, it is unavailable until you finish a short or long rest

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Monk Level 2

Martial Arts

  • casting time NA
  • range NA

  • components NA
  • duration NA

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Monk Level 1

Unarmored Defense

  • casting time NA
  • range NA

  • components NA
  • duration NA

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Fey Ancestry

  • casting time
  • range

  • components
  • duration

You have advantage on saving throws against being charmed, and magic can't put you to sleep

Fey Ancestry

  • casting time
  • range

  • components
  • duration

You have advantage on saving throws against being charmed, and magic can't put you to sleep


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Darkvision

  • casting time NA
  • range NA

  • components NA
  • duration NA

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Darkvision

  • casting time NA
  • range NA

  • components NA
  • duration NA

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Darkvision

  • casting time NA
  • range NA

  • components NA
  • duration NA

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Mask of the Wild

  • casting time NA
  • range NA

  • components NA
  • duration NA

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Wood Elf

Mask of the Wild

  • casting time NA
  • range NA

  • components NA
  • duration NA

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Wood Elf

WRATH OF THE STORM

  • casting time Reaction
  • range 5 feet

  • components NA
  • duration Instnataneous


Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Cleric (Tempest) Level 1

Channel Divinity: Turn Undead

  • casting time 1 Action
  • range 30 foot radius

  • components NA
  • duration 1 Minute

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Cleric Level 2

Channel Divinity

  • casting time NA
  • range NA

  • components NA
  • duration NA

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Cleric Level 2

Harness Divine Power

  • casting time NA
  • range NA

  • components NA
  • duration NA

At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once, 6th level, twice, and 18th level, thrice. You regain all expended uses when you finish a long rest.

Cleric Level 2

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