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Rollout

  • casting time 1 action
  • range Touch

  • components
  • duration 30 seconds

You continually roll over a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Rock damage. You gain the Fixated condition.

Rock Innate Physical

Accelerock

  • casting time 1 bonus action
  • range 15 feet/Touch

  • components 2 Move Points
  • duration Instantaneous

You smash into your target at high speed. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 1d6 Rock damage. This move allows you to bypass allies that might be within range.

Rock 1st-level Finesse

Rock Blast

  • casting time 1 action
  • range 15 feet

  • components 2 Move Points
  • duration Instantaneous

You hurl several hard rocks a creature you can see within range. Make a Physical attack roll. On a hit, you deal 1d6 Rock damage. The target is splintered, taking 1d6 Rock damage at the end of it's turn for 1d4 number of rounds.

Rock 1st-level Physical

Rock Polish

  • casting time 1 action
  • range Self

  • components 2 Move Points
  • duration Concentration, up to 1 minute

You polish your body to reduce drag. Your Speed is increased by 2 stages for the duration.

Rock 1st-level Status

Rock Throw (+Smack Down)

  • casting time 1 action
  • range 15 feet

  • components 2 Move Points
  • duration Instantaneous

You pick up and throw a small rock at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Rock damage.

At Higher Levels. When you use this move using a move slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. If you use a move slot of 2nd level or higher, a flying creature will fall to the ground when it's hit and is prone.

Rock 1st-level Physical

Stealth Rock

  • casting time 1 action
  • range 30 feet

  • components 2 Move Points
  • duration 4 rounds

You launch several sharp rocks at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d6 Rock damage. The target is splintered, taking 1d6 Rock damage at the end of it's turn for 1d4 number of rounds.

Rock 1st-level Physical

Wide Guard

  • casting time 1 reaction when hit by a multi-hit attack
  • range Self (15-foot radius)

  • components 2 Move Points
  • duration 1 round

You offer protection from an incoming wide attack. When you or an ally within 5 feet of you is targeted by an attack that would hit 2 of you, you pull up a guard to block it completely. You and all allies within range take no damage from moves that can target more than one creature for the duration.

Rock 1st-level Status

Ancient Power

  • casting time 1 action
  • range 60 feet

  • components 3 Move Points
  • duration Instantaneous

You attack a creature you can see within range with prehistoric power. Make a Special attack roll. On a hit, the target takes 2d6 Rock damage. Additionally, you have a 10% chance of having all your stat modifiers raise by 1 while you remain in battle.

Rock 2nd-level Special

Rock Tomb

  • casting time 1 action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You hurl boulders at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d8 Rock damage, and the target is grappled and restrained.

Rock 2nd-level Physical

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Rock Slide

  • casting time 1 action
  • range 30 feet

  • components 5 Move Points
  • duration Instantaneous

You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw. A target takes 2d6 Rock damage and is stunned on a failed save, aor half as much damage and is not stunned on a successful one.

At Higher Levels. When you use this move using a move slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Rock 3rd-level Physical

Sandstorm

  • casting time 1 action
  • range Self (100-foot sphere)

  • components 5 Move Points
  • duration 1 hour

You summon a vicious sandstorm for the duration. All creatures except Rock-, Ground-, and Steel-types take 1d6 damage at the end of your turns, and Rock-type Pokémon get advantage on all Special Defense/Constitution rolls.

Rock 3rd-level Status

Power Gem

  • casting time 1 action
  • range 80 feet

  • components 6 Move Points
  • duration Instantaneous

You attack with a ray of light that sparkles like gems at a creature you can see within range. The target must make a Special Defense/Constitution saving throw. The target takes 5d6 Rock damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you use this move using a move slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Rock 4th-level Special

Diamond Storm

  • casting time 1 action
  • range Self (30-foot radius)

  • components 9 Move Points
  • duration Instantaneous

You whip up a storm of diamonds to attack all creatures within range. Each target must make a Speed/Dexterity saving throw. A target takes 7d10 Rock damage on a failed save, or half as much on a successful one.

Additionally, if there was at least one failed save, the next incoming attack on you before the start of your next turn does half damage.

Rock 6th-level Physical

Stone Edge

  • casting time 1 action
  • range 30 feet

  • components 9 Move Points
  • duration Instantaneous

You stab the target from below using sharpened stones. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 5d8 Rock damage. This attack scores a critical hit on a natural roll of 19 or 20.

Rock 6th-level Physical

Head Smash

  • casting time 1 action
  • range Touch

  • components 13 Move Points
  • duration Instantaneous

You attack a creature you can see within range with a deadly, life-endangering headbutt. Make a Physical attack roll. On a hit, the target takes 8d12 Rock damage, and you expend 4 hit dice as recoil damage.

Rock 9th-level Physical

Rock Wrecker

  • casting time 1 action
  • range 60 feet

  • components 13 Move Points
  • duration Instantaneous

You launch a huge boulder at a creature you can see within range. The creature must make a Defense/Strength saving throw. The target takes 10d12 Rock damage on a failed save, or half as much damage on a successful one.

Rock 9th-level Physical

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