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Perceptive Action

  • casting time
  • rangeN/A

  • components
  • durationInstantaneous

Starting at 2nd level, you gain the initiative to react to changes in knowledge quickly. Whenever you pass a Perception or Investigation check in the middle of a surprise round, during the Initiative of a fight or chase, or right before (Or as) a trap goes off (Working only if the trap is what the Perception or Investigation check discovered), you may take the Dash, Disengage or Hide action, interact with an object that doesn't cause an attack roll or saving throw to another creature. If you dash, you can take one willing creature you can pull with you, though this halves your speed. If you dash from a trap or source of damage this way, you (And anyone you pull) don't have to save against the trap or damage if you escape the area it affects, and take no damage from it. Once this feature is used, it cannot be used again until you have completed a short or long rest.

Classless Feature

Take Initiative

  • casting timeReaction or Bonus
  • rangeMelee

Starting at 5th level, you learn to take advantage of your opponent's mistakes, and actively look for opportunities to do so. When an opponent rolls a natural 1 on a melee attack roll against you, you may use your Reaction to perform an Opportunity Attack.
Additionally, you roll initiative with advantage.
Finally, you can target an item (Not a weapon or set of armor) that a creature is wearing or holding with an attack. If you hit the creature's AC, you destroy the object. This can be used even on objects that aren't easy to destroy, such as a Lich's Phylactery. The only exceptions to this are items that are sentient, artifacts, or those that have the Unbreakable minor property, unless you damage them in a way that is predefined to allow them to be damaged or destroyed with the attack. You can also use a Bonus Action if you have a hand free to attempt to steal an item that could be destroyed with your attack and rip it off of the opponent (But not with clothes other than accessories). You make a Sleight of Hand Check against the opponent's contested Perception check. If you succeed, you hold the item and remove it from their inventory.

Classless Feature

Combat Insight (1/2)

  • casting timeBonus action
  • range

  • components
  • durationInstantaneous

Beginning at 7th level, you begin to think deeper about the concept of enemies being like puzzles. If you can discern the weakness of an enemy, you can maximize the possible damage of the damage dice if you can use that type of damage against them on any attack you successfully hit with. This includes silvered weapons against creatures that are affected by them (Like Lycanthropes). With creatures that regenerate but have a weakness that prevents them from doing so, only that weakness (Or any like it) can be used for this, but doing so prevents them for regenerating for 1D4+1 turns instead of 1. If you discern the weakness of an enemy and have an item stowed that could be used against it, you can get the item from your inventory as a bonus action.

Classless Feature

Combat Insight (1/2)

  • casting timeReaction
  • range

  • components
  • durationInstantaneous

Additionally, you can make an Insight check as a Reaction when an opponent does something other than attacking you (Including attacking others or willingly moving) to trigger your Perceptive Action. Doing so this way looks for an opponent's motives in their next turn, usually contested by their Deception since creatures typically don't want to have their plans known. If you succeed, your Perceptive Action allows you to protect an ally from attacks by that opponent, or move at full speed while dragging an ally with you. If your Perceptive Action is triggered this way, you can't provoke opportunity attacks while you use it, and it doesn't count as using your Perceptive Action for the purposes of having to complete a Short or Long Rest to use it again. You can use your Perceptive Action this way even if you already have used it normally.

Classless Feature

Potion of Healing

  • casting time1 Action
  • range

  • components
  • durationInstantaneous

You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion Equipment

Potion of Healing

  • casting time1 Action
  • range

  • components
  • durationInstantaneous

You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion Equipment

Potion of Healing

  • casting time1 Action
  • range

  • components
  • durationInstantaneous

You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion Equipment

Potion of Healing

  • casting time1 Action
  • range

  • components
  • durationInstantaneous

You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion Equipment

Potion of Healing

  • casting time1 Action
  • range

  • components
  • durationInstantaneous

You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion Equipment

2 2
5 5
7 7
7 7
0 0
0 0
0 0
0 0
0 0

Potion of Healing

  • casting time1 Action
  • range

  • components
  • durationInstantaneous

You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion Equipment

Potion of Healing

  • casting time1 Action
  • range

  • components
  • durationInstantaneous

You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion Equipment

Potion of Healing

  • casting time1 Action
  • range

  • components
  • durationInstantaneous

You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion Equipment

Portable Hole

  • casting time1 Action
  • rangeMelee

  • componentsMcguffin
  • durationUntil removed

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Container Equipment

Goat of Traveling

  • casting time1 Action
  • range60 feet

  • componentsV, S
  • durationUp to 24hrs

When activated will become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.



Riding Horse
Armor Class: 10
Hit Points: 13 (2d10 + 2)
Speed: 60 ft

STRDEXCONINTWISCHA
16 (+3)10 (+0)12 (+1)2 (-4)11 (+0)7 (-2)

Figurine of wondrous power Equipment

Goat of Travail

  • casting time1 Action
  • range60 feet

  • componentsV, S
  • durationUp to 3hrs

When activated becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.


Giant Goat
Armor Class: 11 (natural armor)
Hit Points: 19 (3d10 + 3)
Speed: 40 ft
Charge: If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked Prone
Sure-Footed: The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it Prone

STRDEXCONINTWISCHA
17 (+3)11 (+0)12 (+1)3 (-4)12 (+1)6 (-2)

Figurine of wondrous power Equipment

Goat of Terror

  • casting time1 Action
  • range60 feet

  • componentsV, S
  • durationUp to 3hrs

When activated becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form.

In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be Frightened of the goat for 1 minute, or until the goat reverts to figurine form. The Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

NameDamageProperties
Lance1d12 piercingReach, special
Longsword1d8 slashingVersatile (1d10)

Figurine of wondrous power Equipment

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