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Sneak Attack

  • casting time1 Attack Action
  • range5 feet

  • componentsMain Hand weapon
  • durationInstantaneous

You know how to strike subtly and exploit a foes distraction. Once per turn, you can deal an extra _d6 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 dont need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnt incapacitated, and you dont 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 Stabby Stabby

Sneak Attack

  • casting time1 Attack Action
  • range5 feet

  • componentsMain Hand weapon
  • durationInstantaneous

You know how to strike subtly and exploit a foes distraction. Once per turn, you can deal an extra _d6 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 dont need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnt incapacitated, and you dont 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 Stabby Stabby

Assasinate (Sneak Attack)

  • casting time1 Attack Action
  • range5 feet

  • componentsMain Hand weapon
  • durationInstantaneous

You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
You know how to strike subtly and exploit a foes distraction. Once per turn, you can deal an extra _d6 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 dont need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnt incapacitated, and you dont 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(Assassin) Stabby Stabby

Cunning Action

  • casting time1 bonus action
  • rangeSelf

  • components
  • durationInstantaneous

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 Mobility

Cunning Action

  • casting time1 bonus action
  • rangeSelf

  • components
  • durationInstantaneous

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 Mobility

Fast Hands (Cunning Action)

  • casting time1 bonus action
  • rangeSelf

  • components
  • durationInstantaneous

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.
, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves tools to disarm a trap or open a lock, or take the Use an Object action.

Rogue(Thief) Mobility

Uncanny Dodge

  • casting time1 Reaction
  • rangeSelf

  • components
  • durationInstantaneous

when an attacker that you can see hits you with an attack, you can use your reaction to halve the attacks damage against you.

Rogue Damage Reduction

Uncanny Dodge

  • casting time1 Reaction
  • rangeSelf

  • components
  • durationInstantaneous

when an attacker that you can see hits you with an attack, you can use your reaction to halve the attacks damage against you.

Rogue Damage Reduction

Mage Hand Legerdemain

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

You can make the spectral hand invisible, and you can perform the following additional tasks with it:
You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Rogue(Arcane) Conjuration cantrip

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Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Rogue(Arcane) Necromancy cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Rogue(Arcane) Transmutation cantrip

Sleep

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • duration1 minute

a pinch of find sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Rogue(Arcane) 1st level Enchantment

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Rogue(Arcane) 1st level Evocation

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