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Herbalism kit Patch

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This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Healer's Kit Patch

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This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Carpenter's tools Patch

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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Cartographer's tools Patch

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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Cobbler's tools Patch

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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Glassblower's tools Patch

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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Jeweler's tools Patch

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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Leatherworker's tools Patch

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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Mason's tools Patch

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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.


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Navigator's tools Patch

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This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Potter's tools Patch

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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Smith's tools Patch

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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Thieves' Tools Patch

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This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Tinker's tools Patch

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These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Weaver's tools Patch

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Common - Tools
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Portable Hole Patch [1/2]

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Rare - Wondrous Item
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or Objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable

Portable Hole Patch [2/2]

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hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Woodcarver's tools Patch

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Common - Tools
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.


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Disguise Kit Patch

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This Pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Climber's Kit Patch

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A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself, when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

Psionic Power

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Psychic Blades
You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Tricky Rogue

Psionic Power

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Psychic Whispers.

You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die. if the roll succeeds.

Tricky Rogue

Psionic Power

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Psi-Bolstered Knack.

When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Tricky Rogue

Psionic Power

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You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have [6]

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Tricky Rogue

Uncanny Dodge

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When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Tricky Rogue

Cunning Action

  • casting time 1 Bonus Act
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Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the

Dash - greater mobility, taking you quickly into or out of combat. Your movement speed this turn is doubled.

Disengage - Disengage lets you safely move through and out of melee combat without people taking advantage of your movement to make Attacks Of Opportunity.

Hide - roll a Dexterity (Stealth) check for your character and tell the DM (Dungeon Master) the result. The Hide action grants PCs advantage on their first attack roll against an enemy. It also forces enemies to roll attacks against hidden creatures with disadvantage.

Tricky Rogue

Sneak Attack

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Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. 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. The attack must use a finesse or a ranged weapon.

You don't need 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.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
[3d6]

Tricky Rogue

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Cool Tabaxi Stuff

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*Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

*Cat's Talent. You have proficiency in the Perception and Stealth skills.

*Darkvision. 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 discern colors in that darkness only as shades of gray.

*Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns..

Tricky Tabaxi

Channel Divinity

  • casting time 1 Action
  • range 60 Ft

  • components
  • duration

You gain the following Channel Divinity options.

Abjure Enemy.
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.

Carlos Paladin

Channel Divinity

  • casting time Bonus Action
  • range 10 Ft

  • components
  • duration

You gain the following Channel Divinity options.

Vow of Enmity.

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.

Carlos Paladin

Aura of Protection

  • casting time
  • range 10 Ft

  • components
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Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). [6] You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Carlos Paladin

Extra Attack

  • casting time 1 Action
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Beginning at 5th level,

you can attack twice, instead of once, whenever you take the Attack action on your turn.

Carlos Paladin

Harness Divine Power

  • casting time 1 Bonas Act
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You can expend a use of your Channel Divinity to fuel your spells.
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

The number of times you can use this feature is based on the level you've reached in this class:
3rd level, once,
7th level, twice,
15th level, thrice.

You regain all expended uses when you finish a long rest.

Carlos Paladin

Divine Smite

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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.

Carlos Paladin

Spellcasting Ability

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Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
*[DC=16]

Spell attack modifier = your proficiency bonus + your Charisma modifier
*[DC= 8]

Carlos Paladin

Fighting Style

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Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

*Defense. While you are wearing armor, you gain a +1 bonus to AC.

Carlos Paladin

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Lay on Hands

  • casting time 1 Action
  • range

  • components
  • duration 12 sec.

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 x 5.

As an action, 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.

Carlos Paladin

Divine Sense

  • casting time 1 Action
  • range

  • components
  • duration 12 sec.

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, 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 60 feet of you 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 Cha. mod. [6]
When you finish a long rest, you regain all expended uses.

Carlos Paladin

Necrotic Shroud

  • casting time 1 Action
  • range

  • components
  • duration 1 min.

You can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + prof. +Cha. Mod.) [DC= 16] or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.

Carlos Aasimar

Dope Aasimar Stuff!

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*Darkvision. 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 discern colors in that darkness only as shades of gray.

*Celestial Resistance. You have resistance to necrotic damage and radiant damage.

*Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.

*Light Bearer. You know the Light cantrip. Charisma is your spellcasting ability for it.

Carlos Aasimar

Banishment

  • casting time Free Action
  • range 60ft

  • components
  • duration instant

(6 semblance charge) Choose creatures within range, targets must make a DC: 16 Dex save.
On a fail targets take 11d6 Force dmg
On a Success targets take half dmg

Stink Mystic Passage

Redirection

  • casting time Free Action
  • range 60ft

  • components
  • duration Instantaneous

(1 Semblance) As a Free Reaction, Stink can Open a portal to redirect any willing creatures attack. Turning a miss into a possible hit.
Choose a willing creature, and allow them to reroll any attack (ranged, melee, or spell ATK)
That creature also adds a +3 to Hit and to damage upon hit.

Stink Mystic Passages

Pocket Demention

  • casting time Free Action
  • range 5 ft

  • components
  • duration Instantaneous

(1 Semblance) Create a chest that can dimensionally transport items 2ft by 1ft to an alternative chest within this plane. the chest will need to be marked with a Siegal or symbol that only Stink can use. once marked the Chest is marked forever unless destroyed.

Willing Creatures that fit can also travel through the chest.

If an object obscures the opening of the chest. It can not close and no items can pass through to the other chests.

Stink Mystic Passages

Transport

  • casting time Free Action
  • range 120ft

  • components
  • duration Instantaneous

(1 Semblance ) Teleport any willing creature within 5ft to an unoccupied space you can see within range.

Stink Mystic Passages

Divine Justice

  • casting time Free Action
  • range 60ft

  • components
  • duration instant

(6 semblance charge) Choose creatures within range, targets must make a DC: 16 Dex save.
On a fail targets take 11d6 Radiant dmg
On a Success targets take half dmg

Carlos Divine Judgment

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Light Beam

  • casting time Free Action
  • range up to 90ft

  • components
  • duration instant

(1 semblance charge) choose either single target or Multi targets.

Single target: make a ranged (90ft) attack +8 target takes 2d10+8 Radiant damage.

Multi Targets: Make an AOE atk, (15ft cone) targets make a dex save [DC:16] and take 2d6+8 Radiant dmg on a fail and half on a success.

Carlos Divine Judgment

Healing Aura

  • casting time Free Action
  • range 30ft

  • components
  • duration instant

(1 semblance charge) Choose up to 5 creatures within range, Heal them 1d6+8

Carlos Divine Judgment

Chain Grappling

  • casting time Free Action
  • range 60ft

  • components
  • duration instant

(1 semblance charge) Choose a creature within range, that creature makes a DC: 16 Dexterity check,
* on a fail of more then 5 that creature is pulled towards Carlos by 10ft.
* If the creature fails at all they are Restrained.
* on a success their movement is only slowed by 10ft

Carlos Divine Judgment

Wild Companion

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You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Stink Druid

Wild Shape Cont.

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You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Stink Druid

Wild Shape Cont.

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You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as Darkvision, unless your new form also has that sense.

Stink Druid

Wild Shape Cont.

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When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

Stink Druid

Wild Shape Cont.

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Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

Stink Druid

Wild Shape

  • casting time
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you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Stink Druid

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Dope Earth Genasi Stuff!!!

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*Darkvision. 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 discern colors in that darkness only as shades of gray.

*Earth Walk. You can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.

*Merge with Stone. You know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
You can cast the Pass Without Trace spell with this trait, without requiring a material component. Once you cast that spell with this trait, you can’t do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait

Stink Earth Genasi

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