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Dragon Breath

  • casting timeInstant
  • range30ft line

  • components N/A
  • duration1 Round

You shoot a Flame of fire out from your mouth, in a straight line.
Targets in the area must make a DEX save VS

8 + your CON modifier + your Proficiency bonus.

Those that fail take 2d6 fire damage. Those that pass take half that. You may use this once per short rest

Dragonborn, Race Ability

Dragon Ancestry

  • components
  • durationConstant

You have inherited the resistances of you forefathers - You have resistance against Fire attacks.

You take Half the damage from Fire based attacks.

Dragonborn,, Race Ability

Spellcasting

  • casting time Varied
  • range Varied

  • components Varied
  • duration Varied

You can tap into the raw power of your Ancestors to cast spells. To hit a target you add

D20 + your Proficiency Bonus + you CHA Modifier

To resist a spell cast by you they need to roll higher than

8 + your Proficiency Bonus + Your CHA Modifier

You can use one spell per Spell Slot you have to cast a spell of its level or lower, but you cannot cast spells of a higher level than you have slots.

Sorcerer, Sorcerer Ability

Sorcery Points

You have untapped power enabling you to cast more spells or make them more powerful. You have 3 Sorcery Points that recharge after a short rest, which you can use in the following ways:

Twinned Spell: Cast the same spell again at a second target for 1 point per level of the spell.

Subtle Magic: Cast a spell without Verbal or Physical requirements for 1 point.

Swap Spells: You can swap one slot level for the same amount of sorcery points
You can also swap Sorcery points for spell slots, at a cost of the level of the slot +1.

Sorcerer, Sorcerer Ability

Ki

You can harness your Ki into various enhancements. You have 3 Ki Points to use that regenerate each rest, which you can use in the following ways:

Flurry of Blows: You can spend 1 Ki to make 2 Bonus Unarmed attacks as a bonus action

Patient Defence: You can spend 1 Ki point to take a Dodge action as a bonus action instead of a main action, which allows you to have every attack against you be at a disadvantage.

Step of the Wind: You can disengage or dash as a bonus action for 1 Ki point. You double your jump distance for one turn.

Deflect missiles: You can reduce missile damage by

1d10 + DEX Modifier + Monk Level

If you reduce this to 0,you can also throw it back at your attacker for 1 Ki point with Proficiency

Monk,, Monk Ability

Sun Soul Attack

  • casting timeInstant
  • range30 Ft

  • componentsN/A
  • duration1 Action

You are able to focus your inner energy into a sphere of radiant light. As an action you can shoot a ranged ball of energy at a target within 30 feet.

The modifier is your

DEX + Proficiency bonus

and the damage is the same as your unarmed attack (1D4 +3)

Monk,, Monk Ability

Halfling Abilities

Lucky: You may re-roll a 1 on any attack roll,ability check, or saving throw.

Brave: You get advantage against being Frightened.

Nimbleness: You can move through the space of any creature larger than your size (Small).

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Halfling Race Ability

Assassin Skills

Sneak Attack: Once per turn,you can deal an extra 1d6 damage if you have advantage on the attack roll. You must use a ranged or finesse weapon.

Thieves Cant: You can speak, write and understand the thieves language

Cunning Action: You can take a bonus action each turn to Dash , Disengage , or Hide Action.

Assassinate: You gain advantage on any creature who has not taken their turn in the combat yet. You also get critical strikes against any creature that is surprised by your attack.

Skilled with tools Your proficiency is doubled for thieves Tools and Stealth

Assassin,, Rogue Abilities

Dwarven Abilities

Dark vision: You can see in dim light as though it was daylight,and you can see in darkness as though it was dim light up to 60 feet. You cannot see colours, only shades of grey.

Dwarven Resilience You get an advantage on Poison saving rolls, and resistance on Poison damage type.

Dwarf,, Race Ability

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Fighter Abilities

Duelling: You gain +2 to all damage rolls while wielding only one weapon.

Second Wind Once per short rest you can use a bonus action to regain 1d10 + your fighter level.

Action Surge: You gain an extra action each turn

Better Criticals : you score a critical hit on a 19 or a 20 on the dice roll.

Fighter,, Fighter

Half Orc Abilities

Dark vision: You can see in dim light as though it was daylight,and you can see in darkness as though it was dim light up to 60 feet. You cannot see colours, only shades of grey.

Menacing You get an advantage on Intimidation rolls.

Relentless Endurance: If you are reduced to 0 HP but not killed outright, you go to 1 HP instead. This can happen once per long rest.

Savage Attacks if you get a critical on a hit attack (natural 20) then you can roll one of the weapons damage dice one additional time and add it to the extra damage of the critical hit.

Half-Orc,, Race Ability

Barbarian Abilities

Rage: You can enter rage on your turn and gain:

--- Advantage on STR checks and STR saving throws

--- +2 to damage rolls made while raging

--- You have resistances to bludgeoning , piercing , and slashing damage.

Rage lasts for 1 minute (10 Rounds) and ends if you have not dealt or taken damage. You may use this ability 3 times between each long rest.

Unarmoured Defence: while not earing armour your AC becomes 10 + DEX modifier + CON modifier

Reckless Attack: You throw yourself at the enemy,and gain advantage on melee attack rolls for your first attack in a turn, but attack rolls against you are also rolled at an advantage.

Danger Sense: You have advantage on DEX saves against effects you can see (Traps / spells).

Frenzy : When you rage you also take an single weapon attack as a bonus action each turn.

Barbarian, Barbarian

High Elf Abilities

Dark vision: You can see in dim light as though it was daylight,and you can see in darkness as though it was dim light up to 60 feet. You cannot see colours, only shades of grey.

Fey Ancestry You get an advantage on Charmed saving rolls, and magic cannot put you to sleep.

Trance: You do not sleep for the full 8 hours for a long res. Instead you enter a trance for 4 hours and gain the same benefits.,,

Barbarian, Race Ability

Divine Wizard Skills

Spellcasting: You can cast spells from your spell book. To hit you need

d20 + your Proficiency Modifier + your INT modifier

targets save against your attacks vs

8 + your Proficiency Modifier + your INT modifier

Arcane Recovery: Once per day after a short rest you can recover spent spells. You recover half your wizard level rounded up (2) worth of combined spell level slots - EG: 2 level 1 spell slots OR 1 level 2 spell slot.

Divine Portent: After each long rest roll two d20s. Record the results. You may replace any attack roll, saving check, or ability roll with these results. You must do this before making the roll, and you can only do this once per turn. Any Divinity rolls not used before the next long rest are lost.

Wizard,, Wizard Abilities

Half-Elf Abilities

Dark vision: You can see in dim light as though it was daylight,and you can see in darkness as though it was dim light up to 120 feet. You cannot see colours, only shades of grey.

Half Elf Race Ability

Lore Bard Skills [1/2]

Spellcasting: You can cast spells like playing music. To hit you need

d20 + your Proficiency Modifier + your CHR modifier

targets save against your attacks vs

8 + your Proficiency Modifier + your CHR modifier

Bardic inspiration: You inspire those around you. You can use a bonus action to give one creature other than yourself that can hear you within 60 feet an Bardic inspiration Dice (1d6). Once within the next 10 minutes, the creature may add this dice to any ability check, Skill roll, or saving throw it makes, but before the DM declares if the result is a pass or fail. Once used,it is lost. A creature can only have one Bardic Inspiration dice at a time. You can use this ability once per CHR modifier you have. You regain all charges after a long rest.

Song of Rest: You can help you party rest. During a short rest you can play your instrument to allow anyone who can hear your music to regain 1d6 additional hit points.

Cutting words: You may use your reaction to use a Bardic Dice charge on the enemy when they make and Attack roll, Ability Check, or a Damage Roll. You

Bard Bard Abilities

Lore Bard Skills [2/2]

subtract the 1d6 from their roll before the DM declares if the roll passes of fails, but you may use it after the roll is made.

Bard Bard Abilities

Teifling Abilities

Dark vision: You can see in dim light as though it was daylight,and you can see in darkness as though it was dim light up to 60 feet. You cannot see colours, only shades of grey.

Hellish Resistance You are resistant to Fire damage

Bard Race Ability

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Warlock Skills

Spellcasting: You can cast spells with the assistance of your Patron. To hit you need

d20 + your Proficiency Modifier + your CHR modifier

targets save against your attacks vs

8 + your Proficiency Modifier + your CHR modifier

Pact of the Chain: You have the ability to summon your familiar to aid you. It can be commanded to make an Attack in place of your own.

Old Ones Blessing: You have the ability to telepathically communicate with any creature within 30 feet of you. You do not need to share a language to understand the creature, but it must be able to understand at least one language.

Devil Sight: You can see normally through all types of darkness as though it were day, including magical darkness

Agonising Blast: You may add your CHR modifier to your eldritch blast damage rolls.

Warlock Warlock Abilities

Goliath Abilities

Stones Endurance: When you take Damage, you may use your reaction to reduce the amount caused by 1d12 +2 . You may use this ability once per short rest.

Mountain Life: You are naturally attuned to higher climates over 20000ft and in snowy areas. You do not suffer penalties for these environments.

Powerful Build: You count as one size larger for pushing, pulling, dragging, or lifting objects

Goliath, Race Ability

Life Cleric Skills

Spellcasting: You can cast spells with the power of your God To hit you need

d20 + your Proficiency Modifier + your WIS modifier

targets save against your attacks vs

8 + your Proficiency Modifier + your WIS modifier

Lore of Life: Healing spells of level 1 or higher heal for an additional 2 + spell level in hit points.

Channel divinity: Your gods power can be used through you. Once per rest you can either:
- Turn Undead: Each undead within 30 feet of you must take a WIS saving throw or run away for 1 minute.
- Preserve Life: You can heal any number of creatures within 30 feet for a total of 15 Hit points between them. no target can take more than half the hit points. Undead and Constructs are not effected by this.

Cleric,, Cleric Abilities

Wood Elf Abilities

Dark vision: You can see in dim light as though it was daylight,and you can see in darkness as though it was dim light up to 60 feet. You cannot see colours, only shades of grey.

Fey Ancestry You get an advantage on Charmed saving rolls, and magic cannot put you to sleep.

Trance: You do not sleep for the full 8 hours for a long res. Instead you enter a trance for 4 hours and gain the same benefits.

Elf,, Race Ability

Moon Druid Skills

Spellcasting: You can cast spells with the power of Nature. To hit you need

d20 + your Proficiency Modifier + your WIS modifier

targets save against your attacks vs

8 + your Proficiency Modifier + your WIS modifier

Wild Shape: As an action you may change your form into that of a creature you have seen (Tiger). You may use this ability twice per short rest. You may stay this shape for half your druid level in hours (Rounded Down). When Transformed you gain the Statistics of the beast except for INT, WIS and CHR scores, unless the creatures is higher. You assume the beasts hit points and hit dice. You will change back if you are reduced to 0 hit points,and the remaining will be suffered by you normally. You cannot cast spells, or speak, or use any item the beast would not be able to use. You retain any benefits the beast has. You choose if your equipment drops to the ground of is absorbed by yourself when you change.

Circle of the Moon: You gain the ability to use a spell slot to regain 1d8 hit points while in wild shape per level of the spell slot, and can transform as a bonus action instead of an action.

Druid,, Druid Abilities

Aarokar Abilities

Flight: You can fly short distances, equal to 30 feet when you move, but you must land after each move, or you can dash for 60 feet but not get an action.

Talons If you make an unarmed strike you may use 1d4 + STR Modifier for damage.

Aarokar,, Race Ability

Beast Master Ranger Abilities

Favoured Enemies You gain advantage on tracking and recalling information about Elementals.

Natural Explorer You gain advantages in Mountain areas which include:
- Tracking: you can track in this terrain without penalty.
- Your group cannot get lost in this terrain except by magical means
- Difficult terrain of this type does not slow you down
- You may move at double speed in alone in this terrain
- When you Forage, You gain double the normal resources in this terrain

Spellcasting: You may cast spells with the power of nature. To hit you need

d20 + your Proficiency Modifier + your WIS modifier

targets save against your attacks vs

8 + your Proficiency Modifier + your WIS modifier

Archery You gain +2 to attack rolls when using ranged weapons.

Beast Master: You have a companion that will obey your verbal commands. You can use your action ability to make it attack instead.

Ranger, Ranger

Gnome Abilities

Dark vision: You can see in dim light as though it was daylight,and you can see in darkness as though it was dim light up to 60 feet. You cannot see colours, only shades of grey.

Gnome Cunning You get an advantage on INT CHR WIS saving throws.

Stone Camouflage You gain an advantage when trying to hide in rocky terrain (DEX).

Gnome Race Ability

Necromancer Wizard Skills

Spellcasting: You can cast spells from your spell book. To hit you need

d20 + your Proficiency Modifier + your INT modifier

targets save against your attacks vs

8 + your Proficiency Modifier + your INT modifier

Arcane Recovery: Once per day after a short rest you can recover spent spells. You recover half your wizard level rounded up (2) worth of combined spell level slots - EG: 2 level 1 spell slots OR 1 level 2 spell slot.

Grim Harvest: Once per turn, when you kill a creature with a spell of 1st level or higher you may regain hit points equal to twice the level of that spell,or three times if it was a necromancy spell. This does not work against constructs or the Undead.

Wizard Wizard Abilities

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Earth Gensai Abilities

Earth Walk: you may walk over difficult terrain of stone or earth without penalty.

Pass Without Trace: Once per long rest you may cast Pass Without Trace on a group of your choice within 30 feet. All effected gain +10 to DEX Stealth Checks and cannot be tracked by non magical means

Gensai,, Race Ability

Paladin Skills [1/2]

Spellcasting: You can cast spells with the assistance of your Holy Power. To hit you need

d20 + your Proficiency Modifier + your CHR modifier

targets save against your attacks vs

8 + your Proficiency Modifier + your CHR modifier

Lay on Hands: Each long rest, you have a pool of 15 hit points you may heal yourself or others with as an action. You may heal up to 15 points per use, depleting your pool until you next rest. Alternatively you may spend 5 hit points to cure the target of one disease or one poison. This ability has no effect on constructs or the undead.

Great Weapon Fighting: You may re-roll damage rolls of 1 or 2 when using a two handed great weapon.

Divine Smite You may expend one spell slot to deal an additional 2d8 radiant damage,plus 1 d8 for each additional spell slot level after the first. You also gain an additional 1d8 if the target is undead or a fiend.

Channel divinity You may focus your divine might in one of two ways:
Natures Wrath: As an Action ,you may make spectral vines spring from the ground and restrain a single target creature within 10ft. It must take a STR

Paladin, Paladin Abilities

Paladin Skills [2/2]

or DEX saving throw vs your spellcasting ability. It must take this test at the end of each of its turns until it breaks free. Any creature that does not succeed is restrained and cannot move. You also get advantage to attack them.
Turn the Faithless: You may force all Fey and fiend creatures within 30 feet to run from you in horror. They must take a WIS saving throw or flee from you as fast as possible. Any disguise caused by shapeshifting or illusion is lost.

Paladin, Paladin Abilities

Dark Elf Abilities

Superior Dark vision: You can see in dim light as though it was daylight,and you can see in darkness as though it was dim light up to 120 feet. You cannot see colours, only shades of grey.

Fey Ancestry You get an advantage on Charmed saving rolls, and magic cannot put you to sleep.

Trance: You do not sleep for the full 8 hours for a long res. Instead you enter a trance for 4 hours and gain the same benefits.

Sunlight Sensitivity: You have disadvantage to Perception rolls and attacks while in sunshine.

Additional Spells You know Farie fire and Dancing lights and can cast each once after each long rest.

Drow,, Race Ability

Storm Cleric Skills

Spellcasting: You can cast spells with the power of your God. To hit you need

d20 + your Proficiency Modifier + your WIS modifier

targets save against your attacks vs

8 + your Proficiency Modifier + your WIS modifier

Lore of Storms: As a reaction you may cause an attacker within 5ft of you that successfully hit you to take a DEX saving roll. it takes 2d8 lightning damage if it fails. It takes half that if it passes. You may use this ability 2 times after each long rest.

Channel divinity: Your gods power can be used through you. Once per rest you can either:
- Turn Undead: Each undead within 30 feet of you must take a WIS saving throw or run away for 1 minute.
- Storm Rager: You may use your divine ability to maximise the damage roll of any lighting spell you cast.

Cleric,, Cleric Abilities

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