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NATURAL ILLUSIONIST

  • casting time 1 Action
  • range 30 feet

  • components S, M a bit of fleece
  • duration 1 minute

Spell save DC = 8 + INT mod + Prof = 11

You create a sound or an illusion of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an Action or cast this spell again.
If you create a sound, the type and volume can be any type you choose. The sound continues unabated for the duration or you can make discrete sounds at different times before the spell ends.
An image cannot be larger than a 5 ft cube and it cannot create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, as objects can pass through it.
If a creature uses its ACTION to examine the illusion, the creature can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC. If the creature discerns the illusion for what it is, the illusion becomes faint to the creature..

FOREST GNOME Racial Trait

DEFLECT MISSILES (Level 3)

  • casting time
  • range

  • components
  • duration


You can use your REACTION to deflect or catch missiles when you are hit by a ranged weapon attack. When you do so, the damage you take is reduced by

1d10 + DEX mod + Monk level

If you reduce the damage to 0, you can catch the missile if it is small enough to hold in your hand and if you have at least one hand free. If you catch a missile in this way, you can spend 1 KI Point to attack with the weapon or piece of ammunition you just caught as part of the same Reaction. You make the Attack WITH PROFICIENCY and the missile counts as a Monk weapon for the attack - with a range of 20 /60

+6 to hit 1d4 + 6 damage

MONK Monastic Tradition

FLURRY OF BLOWS

  • casting time
  • range

  • components
  • duration


Immediately after you take the ATTACK Action on your turn, you can spend 1 KI Point to make 2 Unarmed Strikes as a BONUS Action.


DRUNKEN TECHNIQUE (Level 3)

Whenever you use Flurry of Blows, you gain the benefit of the DISENGAGE Action, and your walking SPEED increases by +10ft until the end of the current turn.

MONK Monastic Tradition

Speak With Small Beasts (Ritual)

  • casting time 1 Action
  • range Self

  • components V, S
  • duration 10 minutes

This cantrip is a racial trait of Forest Gnomes.
You gain the ability to comprehend and verbally communicate with SMALL animals. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, bests can give you information about nearby locations and monsters, including whatever they have perceived within the past day. You might be able to persuade a best to perform a small favor for you, at the DM's discretion.

Usually a WIS(Animal Handling) check

GNOME CANTRIP

Natural Illusionist

  • casting time 1 Action
  • range 30 Feet

  • components S, M - bit of fleece
  • duration 1 minute

Spell save DC = 8+INT +Prof = 11

the Minor Illusion cantrip is a Forest Gnome Racial Trait.
You create a sound or an illusion of an object that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If sounds, they can be any sounds you choose...of varying types and/or volumes. The sound continues unabated for the duration or you can make discrete sounds at different times before the spell ends.
An object can be no larger than a 5-ft cube and cannot create sound, light, smell or any other sensory effect. Physical interaction will reveal it to be an illusion because things can pass through it.
If a creature uses its action to examine the illusion, the creature can determine that it is an illusion with a successful INT(Investigation) check against your spell save DC. The illusion then becomes faint to the creature.

GNOME CANTRIP

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