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Adept of the Black Robes

Prerequisite: 4th Level, Initiate of High Sorcery (Nuitari) Feat
Ambitious Magic. ,You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the enchantment or necromancy school of magic. You can cast this feats 2nd-level spell without a spell slot, and you must finish a long rest ,before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spells spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.
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Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

Feat

Adept of the Red Robes

Prerequisite: 4th Level, Initiate of High Sorcery (Lunitari) Feat
Insightful Magic. ,You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the illusion or transmutation school of magic. You can cast this feats 2nd-level spell without a spell slot, and you must finish a long rest before ,you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spells spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.
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Magical Balance. When you make an attack roll or an ability check and roll a 9 or lower on the d20, you can balance fate and treat the roll as a 10. You can balance fate in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feat

Adept of the White Robes

Prerequisite: 4th Level, Initiate of High Sorcery (Solinari) Feat
Protective Magic. ,You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feats 2nd-level spell without a spell slot, and you must finish a long rest before ,you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spells spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat.
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Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.

Feat

Divinely Favored

Prerequisite: 4th Level, Dragonlance Campaign
A god chose you to carry a spark of their power.

You learn one cantrip of your choice from the cleric spell list and one 1st-level spell based on the alignment of your character, as specified in the Alignment Spells table below. You also learn the augury spell.,

Evil Choose one 1st Level Warlock Spell

Good Choose one 1st Level Cleric Spell

Neutral Choose one 1st Level Druid Spell,

You can cast the chosen 1st-level spell and the augury spell without a spell slot, and you must finish a long rest before you can cast either of these spells in this way again. You can also cast these spells using spell slots you have of the appropriate level.

Your spellcasting ability for this feats spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

In addition, you can use a holy symbol as a spellcasting focus for any spell you cast that uses the spellcasting ability you choose when you select this feat.

Feat

Gift of the Chromatic Dragon

Prerequisite: None
Youve manifested some of the power of chromatic dragons, granting you the following benefits:

,Chromatic Infusion.As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.

,Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feat

Gift of the Gem Dragon

Prerequisite: None
Youve manifested some of the power of gem dragons, granting you the following benefits:

,Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

,Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isnt pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feat

Gift of the Metalic Dragon

Prerequisite: None
Youve manifested some of the power of metallic dragons, granting you the following benefits:

,Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you cant do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spells spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).

,Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the targets AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feat

Initiate of High Sorcerry

Prerequisite: Dragonlance Campaign, Sorcerer or Wizard Class or Mage of High Sorcery Background
Youve received training from magic-users affiliated with the Mages of High Sorcery.

,Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari

the red moon, Lunitari


Knight of the Crown

4th Level, Squire of Solamnia Feat
You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:

,Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

,Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attacks damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feat

Knight of the Rose

4th Level, Squire of Solamnia Feat
You are a Knight of Solamnia aligned with the Order of the Rose, a group known for leadership, justice, and wisdom. Your resolve grants you these benefits:

,Ability Score Increase. Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.

,Bolstering Rally. As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feat

Knight of the Sword

4th Level, Squire of Solamnia Feat
You are a Knight of Solamnia aligned with the Order of the Sword, a group devoted to heroism and courage. Bravery steels your spirit, granting you these benefits:

,Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

,Demoralizing Strike. Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feat

Squire of Solomnia

Dragonlance Campaign, Fighter or Paladin Class or Knight of Solamnia Background
Your training in the ways of the Knights of Solamnia grants you these benefits:

,Mount Up. Mounting or dismounting costs you only 5 feet of movement.

,Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attacks damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Feat