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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

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

FLURRY OF BLOWS

  • casting time
  • range

  • components
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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

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

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

PATIENT DEFENSE

  • casting time
  • range

  • components
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( 1 Ki point)

You can spend 1 Ki Point to take the DODGE Action as a BONUS Action on your turn

MONK Class Feature

STEP OF THE WIND

  • casting time
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  • components
  • duration

( 1 Ki point)

You can spend 1 Ki point to take the DISENGAGE or DASH Action as a BONUS Action on your turn, and your JUMP distance is DOUBLED for the turn.

MONK Class Feature

UNARMOURED MOVEMENT

  • casting time
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  • components
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Starting at 2nd level, your SPEED increases by +10ft while you are not wearing armour or wielding a shield.

This bonus increases as follows:
+15 ft @ 6th level
+ 20 ft @ 10th level
+ 25 ft @ 14th level
+30 ft @ 18th level

Starting at 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

MONK Class Feature

SLOW FALL

  • casting time Reaction
  • range

  • components
  • duration



Beginning at 4th level, you can use your REACTION when you fall to reduce any falling damage you take by an amount equal to:

5 x Monk level

MONK Class Feature

0 0
0 0
2 2
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EXTRA ATTACK

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Beginning at 5th level, you can Attack TWICE, instead of once, whenever you take the ATTACK Action on your turn.

MONK Class Feature

STUNNING STRIKE

  • casting time
  • range

  • components
  • duration

( 1 Ki point)

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 Ki point to attempt a stunning strike. The target must succeed on a CON saving throw or be stunned until the end of YOUR next turn.

Ki save DC = 8 + Prof bonus + WIS mod = 15

MONK Class Feature

KI - EMPOWERED STRIKES

  • casting time
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Starting at 6th level, your unarmed strikes count as MAGICAL for the purpose of overcoming resistance and immunity to NON-MAGICAL ATTACKS and DAMAGE

MONK Class Feature

EVASION

  • casting time
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  • components
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At 7th level, your instinctive agility lets you DODGE out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take NO DAMAGE if you succeed on the saving throw, and only HALF DAMAGE if you fail.

MONK Class Feature

STILLNESS OF MIND

  • casting time
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Starting at 7th level, you can use your Action to end one effect on yourself that is causing you to be CHARMED or FRIGHTENED

MONK Class Feature

DRUNKEN TECHNIQUE

  • casting time
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  • duration



At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows.

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

Drunken Master Monastic Tradition

TIPSY SWAY

  • casting time
  • range

  • components
  • duration


Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits:

Leap to Your Feet: When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack: When a creature misses you with a melee attack roll, you can spend 1 Ki point as a REACTION to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunken Master Monastic Tradition

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