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Crossbow expert

  • casting time bonus action (after attack action)
  • range -

  • components -
  • duration -

Thanks to extensive practice with the crossbow, you gain the following benefits:

• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

• You ignore the loading quality of crossbows with which you are proficient.

• Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Feat

Form of the Beast

  • casting time choose when raging
  • range self

  • components -
  • duration while raging

Bite. Your mouth transforms into a bestial muzzle or great mandibles (1d8 piercing). Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. (1d6 slashing). Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail (1d8 piercing, reach). If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC, potentially causing the attack to miss you.

Barbarian (Beast)

Telepathy

  • casting time -
  • range 60 feet

  • components -
  • duration -

You awaken the ability to mentally connect with others, granting you the following benefits:

• You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

• You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Feat

Sneak Attack (Rakish)

  • casting time -
  • range -

  • components -
  • duration -

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.

• 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.

• if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll.

The attack must use a finesse or a ranged weapon.

The amount of the extra damage increases as you gain levels in this class (lvl 3 - 2d6, lvl 5 - 3d6, lvl 7 - 4d6, lvl 9 - 5d6, lvl 11 - 6d6, lvl 13 - 7d6, lvl 15 - 8d6, lvl 17 - 9d6, lvl 19 - 10d6).

Rogue

Enthralling Performance

  • casting time at least 1 minute
  • range 60 feet

  • components Resets on short rest
  • duration up to 1 hour

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Bard

Hellish Rebuke

  • casting time 1 reaction in response to being damaged by a creature within 60 feet of you that you can see
  • range 60 feet

  • components V, S
  • duration Instantaneous















Infernal Legacy: Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell with this trait, you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for this spell.

Tiefling 1st level Evocation

Enthralling Performance

  • casting time at least 1 minute
  • range 60 feet

  • components Resets on short rest
  • duration up to 1 hour

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Bard

Primeval Awarness

  • casting time 1 action
  • range 1 mile

  • components -
  • duration 1 minute +

You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead.

This feature doesn't reveal the creatures' location or number.

Ranger

Mantle of Inspiration

  • casting time 1 bonus action
  • range self/60 feet

  • components Bardic Inspiration
  • duration instantaneous

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Bard

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Darkness

  • casting time 1 action
  • range 60 feet

  • components V, M
  • duration Concentration, up to 10 Minutes

bat fur and a drop of pitch or piece of coal















Infernal Legacy: Once you reach 5th level, you can cast the darkness spell once per day with this trait, you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for this spell.

Tiefling 2nd level Evocation

Form of the Beast

  • casting time chose when raging
  • range self

  • components -
  • duration while raging

Bite. Your mouth transforms into a bestial muzzle or great mandibles (1d8 piercing). Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. (1d6 slashing). Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail (1d8 piercing, reach). If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC, potentially causing the attack to miss you.

Barbarian (Beast)

Detect Thoughts

  • casting time 1 action
  • range self

  • components V, S, M
  • duration Concentration, up to 1 minute

a copper piece

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning, its emotional state, and something that looms large in its mind. If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind,

See rules for further info

Bard 2nd level Divination

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