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Bardic Inspiration

  • casting time Bonus Action
  • range 60

  • components
  • duration 10 min

You can inspire 1 creature you see within range. giving them one bardic inspiration dice. the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (4 times). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Wyn

Unsettling Words

  • casting time Bonus Action
  • range 60ft

  • components
  • duration

You can spin words laced with magic that unsettle a creature and cause it to doubt itself.
As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you.
Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Wyn

Martial Arts

  • casting time
  • range

  • components
  • duration

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Valouria

Earrings of Message

  • casting time 1 action
  • range 120

  • components
  • duration

The blue crystal of this earring is wrapped with delicate copper wire.
The earring has 5 charges.
While wearing it, you can use an action to expend 1 charge and cast the Message spell.

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

The earring regains 1d4 + 1 expended charges daily at dawn.

Valouria

Minor Illusion [1/2]

  • casting time 1 action
  • range 30ft

  • components SM
  • duration 1 minute

0 ki points

You create a sound or an image 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, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for

Valouria

Minor Illusion [2/2]

  • casting time 1 action
  • range 30ft

  • components SM
  • duration 1 minute

0 ki points

what it is, the illusion becomes faint to the creature.

Valouria

Alloy Armor

  • casting time Free action
  • range Touch

  • components 1 Semblance Point
  • duration 3 Rounds (18 Sec)

(Metal from any unworn armor, shields, weapons, or scraps.) Xunphia touch's a willing creature and incases them in a protective layer.
The creature adds a +1 to their AC for the duration.

Any Creature that attacks a creature with Alloy armor takes 5 Damage.

Xunphia Metal Master

Thaumaturgy

  • casting time 1 Action
  • range 30ft

  • components V
  • duration 1 min

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Dragula

Speak with Animals

  • casting time 1 action
  • range self

  • components VS
  • duration 10 Min

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

Dragula

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Primeval Awareness

  • casting time 1 action
  • range

  • components
  • duration

3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Dragula

Favored Foe

  • casting time
  • range

  • components
  • duration

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus (+2), and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Dragula

Proficiencies and Language

  • casting time
  • range

  • components
  • duration

You are proficient with
-Light, Medium, and Shields
-Simple, and Martial Weapons
-Wood carvers tools
-Thieves' tools
-Lute

You speak and understand
-Common
-Draconic
-Goblin
-Abyssal

Dragula

Warforged Stuff

  • casting time
  • range

  • components
  • duration

Constructed Resilience: Advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep

Sentry's Rest When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Paladin Fighting Style: Protection

  • casting time Reaction
  • range 5ft

  • components
  • duration

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Xunphia

Channel Divinity: Vow of Enmity

  • casting time Bonus Action
  • range 10ft

  • components
  • duration

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Xunphia

Channel Divinity: Abjure Enemy

  • casting time 1 Action
  • range 60ft

  • components
  • duration 1 min

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

DC: 13

Xunphia

Divine Smite

  • casting time
  • range

  • components
  • duration

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage.

The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Xunphia

Lay of hands

  • casting time 1 Action
  • range Touch

  • components
  • duration Instant

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. (20)

You can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Xunphia

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Dope Drow Stuff

  • casting time
  • range

  • components
  • duration

-Superior Darkvision: Your darkvision has a range of 120 feet.

-Drow Magic: You know the Dancing Lights cantrip. -3rd level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a long rest.
-5th level, you can cast the Darkness spell once and regain the ability to do so when you finish a long rest.

Xunphia

Divine Sense

  • casting time 1 Action
  • range 60ft

  • components
  • duration 6 Sec.

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. You can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within range that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Xunphia

Alula Special AKA Fireball

  • casting time Action
  • range 150ft

  • components VSM
  • duration Instant

Tiny ball of bat guano and sulfur

( ) Once per day until Level 5

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Xunephia Evocation

Cursed Crypt

  • casting time Free action
  • range Touch

  • components 1 Semblance charge
  • duration Instant

(Ezra!!! yes You EZRA must put your hands on a surface and act like you're pulling out a weapon.) Dragula summons a black tar pit on a surface he touches. Creating a portal to the Cursed crypt, the portal is no bigger then a basketball.

Dragula can store weapons, armor, equipment, and Items in the Cursed Crypt

Dragula can then summon the items and use or equip them as a bonus action.
(ie summoning a potion and using cursed crypt to take it as a bonus action. Instead of using an action to find it and a bonus action to use it.)

Dragula Limbo

Nue

  • casting time Free action
  • range 60ft

  • components 1 Semblance charge
  • duration 6 Rounds (36 Sec)

(Ezra!!! yes You EZRA must put your hands together and from a Bird!) Dragula summons 1 bird-like creature with orange feathers and a white with an appearance similar to a mask. It has large wings, two sets of talons and human-like teeth.

Nue can attach to Spoon, giving Spoon, Nue's flying speed, and Lightning dmg.
They do not Provoke Opportunity attacks while attached.

Dragula can use his bonus action to order Nue or Nue-Spoon to make an attack.

See Nue's stat block

Dragula Limbo

Slashing Spoon

  • casting time Free action
  • range 60ft

  • components 1 Semblance charge
  • duration 3 Rounds

Spoon Acts independently and attacks a creature that Dragula chooses.

See Spoons Stats

Dragula Limbo

Gotta Catch em all

  • casting time Free action
  • range 60ft

  • components 1 Passive Charge
  • duration 1 per day

5 times per long rest Dragula can attempt to capture a creature. Dragula can have up to 5 creatures.

DM will say either
-Red: Dragula rolls 4d20 and takes the higher of 3
- Orange: Dragula rolls 3d20
- Yellow: Dragula Rolls 4d20 and takes the lower of 3

If Dragula succeeds on the rolls he may choose either to add the creature as a summon, or to give one of the qualities of the creatures to his Shikigami.

Choose either
-Skill: Pack tactics, blind sight, heightened senses etc.
- Type of attack: Claw, bite, Slice, Winged, Stinger etc.
- +1 to an ability (has to be the creatures highest ability)
- +2 to a skill (has to be one of the top 3 skills of the creature)

Dragula Limbo

Plated Partition

  • casting time Free action
  • range 20ft

  • components 1 Semblance Point
  • duration 6 Rounds (36 Sec)

(Metal from any unworn armor, shields, weapons, or scraps.) Xunphia creates a 10ft long, 4 ft tall, 3 inch thick wall within range. Any Medium creature has half cover while behind the wall.

*A target with half cover has a +2 bonus to their AC and Dexterity Saving throws.

The Wall has an AC of 20 and has 15hp. the wall disappears when it hits 0HP or until the end of the duration.

Xunphia Metal Master

Impaling ingot

  • casting time Free action
  • range 60ft

  • components 1 Semblance Point
  • duration 3 Rounds (18 Sec)

(Metal from any unworn armor, shields, weapons, or scraps.) Xunphia creates a metal ball the size of a softball.

Make a ranged Attack +7 to hit on a successful hit it deals 1d8+5 Bludgeoning damage.

As a Bonus Action you can make another ranged attack with the Impaling Ingot until the duration ends.

Xunphia Metal Master

0 0
0 0
3 3
0 0
0 0
0 0
0 0
0 0
0 0

Set me up

  • casting time Free action
  • range Self

  • components 1 Semblance
  • duration 3 Round (18 Sec)

Expand a clone to give the next attack Advantage and +2 to damage.

Korrin Doppelganger

Criss Cross

  • casting time Free action
  • range Self

  • components 1 Semblance charge
  • duration Instant

On a Successful hit expand a clone to do an additional 1d12+5 Slashing dmg.

Korinn Doppleganger

Tag me in

  • casting time Free action
  • range 30ft

  • components 1 Semblance
  • duration Instant

Switch place with a clone without provoking opportunity attacks.

Or have clones switch places with a willing creature. Opportunity attacks have Disadvantage against the willing creature.

Korrin Doppelganger

Treat yo' Self

  • casting time Free action
  • range 30ft

  • components 1 Passive charge
  • duration 2.5 Min

5 times per long rest: Korinn creates clones of herself.

Korinn can create 1d4-2 (min. 1 Max 5) clones.
Korinn can not exceed more then 5 clones at a single time.

Clones can perform simple tasks such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command the clones perform the task to the vest of its ability until it completes the task, then waits for your next command.

*In combat Korinn can spend 1 of the 5 passive charges to summon 1d4-2 (min. 1 Max 5) clones at the beginning of her turn. for the duration.

Korrin Doppelganger

Empathy

  • casting time Free action
  • range 30ft

  • components 1 Passive Charge
  • duration Instant

4/ Long Rest: Make an insight persuasion, or deception heck with Advantage.

Valouria Pain or Mercy

Right in the Feelz

  • casting time Free action
  • range Self

  • components 1 Semblance charge
  • duration Instant

Upon taking damage deal 1d6+4 damage back to the target.

Valouria Pain or Mercy

Sucker Punch

  • casting time Free action
  • range 30ft

  • components 1 Semblance charge
  • duration Instant

If a creature within range takes damage. Valouria can halve the damage rounded up and store it as Pain Points.

Valouria can then add the stored Pain Points to damage on a successful hit.

If Valouria doesn't land a successful blow before the end of her next turn she instead takes the stored Pain Points as damage.

Valouria Pain or Mercy

Transfusion

  • casting time Free action
  • range 30ft

  • components 1 Semblance charge
  • duration Instant

If a willing creature within range heals, Valouria can receive half the heal rounded down as temporary Hit Points.

(The willing creature receives the other half of the heal as regular Hit points)

Valouria Pain or Mercy

Remember Me

  • casting time Free action
  • range 30ft

  • components 1 Passive Charge
  • duration 2.5 Min

4 times per long rest Wyn can summon any creature she has killed. the creature is a corporeal being that can perform simple tasks such as fetching things, foraging for food, finding shelter, keeping guard, Etc.
Once you give the Command the creature performs the tsk to the best of its agility until it completes the task, then waits for your next Command.

Wyn Sweet Memories

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0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Tromp Stomp

  • casting time Free action
  • range Self

  • components 1 Semblance charge
  • duration 3 Rounds (18 Sec)

Transform into a medium creature
Your Wisdom, Charisma, and Intelligence scores, saves, and Skills stay the same while in this form.

Wyn Sweet Memories

Wibble Wobble

  • casting time Free action
  • range Self

  • components 1 Semblance charge
  • duration 30 Seconds

Transform into 2 Small creatures.
- You can speak common
- you can see through the creatures simultaneously.

Wyn Sweet Memories

Pitter Patter

  • casting time Free action
  • range Self

  • components 1 Semblance charge
  • duration 1 Min

Wyn can transform into 3 tiny creatures.
- You can speak Common
- You can Cast spells
- You can see through all three tiny creatures simultaneously.

0r Wyn can summon 1 Tiny creature that fights by her side. The creature shares her Initiative and is able to function independently. The creature lasts for the duration or until it is reduced to 0 Hit Points.

Wyn Sweet Memories

Proficiencies and Language

  • casting time
  • range

  • components
  • duration

You are proficient with
-Light, Medium, and Heavy armor, Shields
-Simple, and Martial Weapons

You speak and understand
-Common
-Elvish
-Sylvan
-Undercommon
-

Xunphia

Shield Master

  • casting time
  • range

  • components
  • duration

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

-If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

-If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effects.

-If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Xunphia

Anti Grimm Barrier

  • casting time 1 Action
  • range Touch

  • components VSM
  • duration Concentration 1 HR

Ashes from a burned leaf and a sprig of spruce

() A veil of melancholy radiates from you, masking you and your companions from detection from Grimm. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks when dealing with Grimm. Grimm have a harder time sensing your emotions and may move on towards new targets

Xunphia

Dragon Vessel

  • casting time Bonus Action
  • range

  • components
  • duration

This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

Slumbering: As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): Ale, Olive Oil, a Potion of Healing, or a Potion of Climbing. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.

Xunphia

Masque Charm

  • casting time 1 Action
  • range

  • components
  • duration

A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the Disguise Self spell (DC 13 to discern the disguise).

Once the spell is cast, it can't be cast from the charm again until the next sunset. When casting the spell, you can have the spell last for its normal 1 hour duration or for 6 hours. If you choose the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you.

Xunphia

Spare the Dying

  • casting time 1 action
  • range Touch

  • components VS
  • duration Instant

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Wyn

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Toombs Special (Eldritch Blast)

  • casting time 1 action
  • range 120

  • components VS
  • duration Instant

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Robe of Useful Items

  • casting time 1 Action
  • range

  • components
  • duration

This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an Action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an Ordinary garment.
The robe has
2xDagger
2x Bullseye lantern (filled and lit)
2xSteelmirror
2x10-foot pole
2xHempen rope (50 feet, coiled)
2xSack
1xBag of 100 Gp
2x Silver coffers
1xIron door
10 Gems (100GP each)
2x Wooden ladders
1x riding horse w/ saddle bags
1x pit
4x POTs of healing
1x rowboat (12ft long)
1x Spell scroll (Unknown spell)
2x mastiffs
2x Windows
1x Portable arm (Ram)

Shien Special (Spare the Dying)

  • casting time 1 action
  • range Touch

  • components VS
  • duration Instant

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Dragula

Bane

  • casting time 1 Action
  • range 30ft

  • components VSM
  • duration Concentration 1 min

A drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Xunphia Metal Master

Hunter's Mark

  • casting time 1 Bonus Action
  • range 90ft

  • components V
  • duration Concentration 1 Hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.

Xunphia Metal Master

Half Elf Stuff

  • casting time
  • range

  • components
  • duration

Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Wyn

Song of Rest

  • casting time
  • range

  • components
  • duration

you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Wyn

Proficiencies and Language

  • casting time
  • range

  • components
  • duration

You are proficient with
-Light,
-Simple, hand crossbows, Longswords, Rapier, Shortswords
-Disguise kit
-Lute
-Kazoo
-
-

You speak and understand
-Common
-Elvish
-Draconic

Wyn

Goliath Stuff

  • casting time
  • range

  • components
  • duration

Stone's Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born: You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Korinn

0 0
0 0
0 0
1 1
1 1
0 0
0 0
0 0
0 0

Rage

  • casting time 1 Bonus Action
  • range

  • components
  • duration

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Korinn

Danger sense

  • casting time
  • range

  • components
  • duration

You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Korinn

Reckless Attack

  • casting time
  • range

  • components
  • duration

You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Korinn

Frenzy

  • casting time
  • range

  • components
  • duration

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Korinn

Tiefling Stuff

  • casting time
  • range

  • components
  • duration

Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance: You have resistance to fire damage.

Valouria

Thaumaturgy (1/day)

  • casting time 1 Action
  • range 30ft

  • components V
  • duration Concentration 1 Min

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Valouria

Hellish Rebuke

  • casting time 1 reactionwhich you take when you are damaged by a creature within 60 feet of you that you can see
  • range 60 ft

  • components VS
  • duration Instant

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Valouria

Darkness

  • casting time 1 action
  • range 60

  • components
  • duration Concentration 10 Min

(2 Ki points) Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled

Valouria

Shadow Arts

  • casting time action
  • range

  • components
  • duration

(Ki points) you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness,
darkvision,
pass without trace, or
silence,
without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

Valouria

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Deflect Missiles

  • casting time Reaction
  • range

  • components
  • duration

(Ki points) you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Valouria

Ki [1/2]

  • casting time
  • range

  • components
  • duration

(Ki points) your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 +2 + 3= DC13

Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind: You can spend 1 ki point to take the

Valouria

Ki [2/2]

  • casting time
  • range

  • components
  • duration

Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Valouria

Darkvision

  • casting time 1 action
  • range Touch

  • components
  • duration 8 Hours

(2 Ki points) You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Valouria

Pass Without Trace

  • casting time 1 action
  • range Self

  • components
  • duration Concentration 1 hr

(2 Ki points) A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Valouria

Silence

  • casting time 1 action
  • range 120 FT

  • components
  • duration Concentration 10 min

(2 Ki Points) For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Valouria

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