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Torrent

  • casting time Bonus Action
  • range 60ft

  • components n/a
  • duration 1 min

(n/a) A torrent of water 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The water extinguishes candles, torches, and all non magical flames in the area.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Monk SLA

Become the Teapot.

  • casting time reaction
  • range 0ft

  • components n/a
  • duration 1 round

You roll with the incoming energy,
attuning to element, becoming it. You can spend 1 ki
point to cast absorb elements.

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Monk Spell like ability

Water Stance

  • casting time bonus action
  • range 15ft

  • components n/a
  • duration 1 min

Water Stance: Whip-like tendrils of water spread from your body. Your unarmed strikes gain a reach of 15 ft, and you can use your water tendrils to attempt to grapple creatures within 15 ft. of you. These grapples don't require a free hand and use your Ki Save DC in place of Strength (Athletics) rolls. You can expend 10 ft. of movement to move a creature grappled in this way 5 ft. to an unoccupied space within your reach. This movement doesn't break your grapple.

Monk Stance

Stern Rebuke

  • casting time Reaction
  • range 60ft

  • components V
  • duration Instantaneous

(N/A) You may activate this ability in response to you or an ally being damaged by a creature within 60 feet of you that you can see.

You immediately teleport adjacent to the creature that made the attack. The creature that damaged you or your ally is momentarily surrounded by hellish flames. It takes 1d10 fire damage for each point of your proficiency.

You regain the use of this ability after a long or short rest.

Witch Supernatural

Tail

  • casting time Reaction
  • range 10ft

  • components N/A
  • duration Rage

(N/A) Tail. You grow a lashing, furry tail, which deals 1d8 bludgeoning damage on a hit and has the reach property. If a creature you can see hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Barbarian Natual

Bestial Soul

  • casting time N/A
  • range Personal

  • components N/A
  • duration Passive

(N/A) You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Barbarian Passive

Stern Rebuke

  • casting time Reaction
  • range 60ft

  • components V
  • duration Instantaneous

(N/A) You may activate this ability in response to you or an ally being damaged by a creature within 60 feet of you that you can see.

You immediately teleport adjacent to the creature that made the attack. The creature that damaged you or your ally is momentarily surrounded by hellish flames. It takes 1d10 fire damage for each point of your proficiency.

You regain the use of this ability after a long or short rest.

Witch Supernatural

Borrowing

  • casting time N/A
  • range Personal

  • components N/A
  • duration Instantaneous

(N/A) You can call on your bond to a creature to draw upon their skills and abilities in a moment of need. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

In order to use the ability for an ability check or saving throw, you must have forged a bond with a person with proficiency with the skill or saving throw you are attempting to influence.

Once you use this feature, you can't use it again until you finish a short or long rest.

Witch Supernatural

God Bow

  • casting time N/A
  • range 100ft

  • components Physical
  • duration N/A

(N/A) This golden +1 endless ammunition composite longbow produces an arrow of bright white light whenever it’s drawn.

The light from the arrows is particularly harmful to creatures of darkness and shadow, and always deals maximum damage to such creatures.

Whenever the wielder scores a critcal hit, the arrow explodes into brilliant light, and the target of the attack must make a constitution saving throw (DC 8+proficiency+cha) or be blinded for one round.

Weapon Magical

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Rage

  • casting time Bonus Action
  • range Personal

  • components N/A
  • duration 1 min

While raging, you gain the following benefits if you aren't wearing heavy armour:

You have advantage on Dexterity checks and Dexterity saving throws.

When you make a melee weapon attack using Dexterity, you gain a bonus to the damage roll equal to your proficiency.

You have resistance to bludgeoning, piercing, and slashing damage.

Your rage lasts for 1 minute. You can also end your rage on your turn as a bonus action.

Barbarian Ability

Marionette Possession

  • casting time Action
  • range 100ft

  • components V, S
  • duration 10 min

You project your soul out of your body and into the body of a willing creature. The target’s soul shares its body with you, it is helpless but aware. You and the target’s soul can communicate telepathically as if using a common language.

The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and natural attacks (such as a bite or sting).You can’t choose to activate the body’s extraordinary, spell-like, or supernatural abilities.

As an action, you can end the spell. While your soul is possessing the target, your body is helpless. If the host body is slain, you return to your own body if it is within range, and the life force of the host departs (it is slain). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

Witch Spell

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