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Second Wind

  • casting time1 bonus action
  • rangeSelf

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain 1d10+3 HP.

You can use this 2 times per Long Rest, and can regain one expended use when you finish a Short Rest.

Fighter Class Feature

Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take 1 additional action, except the Magic action.

Once you use this feature, you can't do so again until you finish a Short or Long Rest.

Fighter Class Feature

Tactical Mind

When you fail an ability check, you can expend a use of Second Wind, and instead of regaining HP, you roll 1d10 and add the result to the ability check.

If the check still fails, this use of Second Wind isn't expended.

Fighter Class Feature

Weapon Mastery

Your training with your preferred weapons has given you mastery over them and special abilities.

Longsword: Sap

If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.

Heavy Crossbow: Push

If you hit a creature with a Heavy Crossbow, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Halberd: Cleave

If you hit a creature with a melee attack roll using a Halberd, you can make a melee attack roll with the Halberd against a second creature within 5 feet of the first that is also within your reach.

On a hit, the second creature takes the Halberd’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Fighter Class Feature

Blind Fighting

You have Blindsight with a range of 10 feet. You can see within this range without relying on physical sight.

You can see anything within 10 feet that isn’t behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.

Fighter Fighting Style

Savage Attacker

Once per turn when you hit a target with a weapon, you can roll the weapon's damage twice and use either roll against the target.

Background Soldier

Protective Field

  • casting time1 reaction
  • range30 feet

When you or another creature you can see within 30 feet takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by 1d6+1.

Fighter Psi Warrior

Psionic Strike

  • casting time1 action
  • range30 feet

You can propel your weapons with psionic force.

Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing 1d6+1 Force damage.

Fighter Psi Warrior

Telekenetic Movement

  • casting time1 action
  • range30 feet

As a Magic action, choose one target you can see within 30 feet. The target must be a loose object that is Large or smaller or a willing creature other than you.

You transport the target up to 30 feet to an unoccupied space you can see, or if the target is a Tiny object, you can transport it to or from your hand.

You can’t use this action again until you finish a Short or Long Rest, or unless you expend a Psionic Energy Die (no action required).

Fighter Psi Warrior

S S
S S
S S
S S
S S
B B
P P
P P
P P

Psionic Energy Dice Pool

You harbor a wellspring of psionic energy within yourself, represented by your Psionic Energy Dice, which fuels powers you have from this subclass.

You have 4 Psionic Energy Dice (1d6), which you expend to use your Psi Warrior abilities.

You regain one expended Psionic Energy Die when you finish a Short Rest, and regain all of them when you finish a Long Rest.

Psionic Power Psi Warrior

Psionic Power

Psionic Power

P P