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  • casting time Initiative.
  • range N/A

  • components Be part of a Link
  • duration Passive.

The Lieutenant is a tactical genius.

Once initiative is decided, the Lieutenate can swap his position with anyone else in their link.

Chain Role. Ability.

Staff Sorcerer.

  • casting time None
  • range N/A

  • components Be part of a Link
  • duration Passive

The Staff Sorcerer is extreemly well versed in magics.

The Staff Scorcerer can ignore the limit on spells being cast on their turn. They may cast as many spells as they have Actions, Bonus Actions and Reactions.

Chain Role. Ability.


  • casting time Bonus Action.
  • range 30 Feet

  • components Be part of a Link
  • duration Instant.

The Captain can order another member of their Link to act.

As a bonus action you can yell a command to a link member. Choose a member within 30 feet. They may do one of the following.

-Make the attack action.

-Cast a cantrip or a spell with casting time Bonus action.

-Make the disengadge action and move up to 15 feet.

Chain Role. Ability.

Staff Surgeon

  • casting time Reaction
  • range 30 Feet

  • components Be part of a Link
  • duration Instant.

The Staff Surgen is fast thinking and quick on their feet to help a injured ally.

If an ally is downed ally in the Link, the Staff Surgen can use their reacion to make up to a 30 Foot move directly towards the downed ally, and either cast healing spell or make a medicine check on them.

Chain Role. Ability.

Cunning Action

  • casting time Bonus Action
  • range None

  • components None
  • duration Instant

Starting at 2nd level, 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.

Dash- You gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Disengage- Your movement doesn't provoke opportunity attacks for the rest of the turn.

Hide- You make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits.(When a creature can't see you, you have advantage on attack rolls against it. This includes spells Maddy!)

Rogue Ability

Sneak Attack

  • casting time Instant
  • range Same as attack

  • components Finesse/Ranged
  • duration Once Per Turn

(Needs advantage or friend next to target.) Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 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 don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class,

(3rd-2D6) (5th-3D6) (7th-4D6) (9th-5D6)
(11th-6D6) (13th-7D6) (15th-8D6) (17-9D6)

Rogue Ability

1 1
1 1
1 1
1 1
2 2
1 1