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Periapt of Wound Closure

  • casting time Item
  • range Self

  • components
  • duration

(Requires Attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Wondrous Item Uncommon

Ioun Stone of Mastery

  • casting time Item
  • range Self

  • components
  • duration

(Requires Attunement) When you use an action to toss this stone into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

The stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Benefit: Your proficiency bonus increases by 1 while this pale green prism orbits your head.

Wondrous Item Legendary

Blessing of Understanding

  • casting time Blessing
  • range Self

  • components
  • duration

Your Wisdom score increases by 2, up to a maximum of 22.

Blessing

War Caster

  • casting time Ability
  • range Self

  • components
  • duration

You gain the following benefits.

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

Concentration. You have Advantage on Constitution saving throws that you make to maintain Concentration.

Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.

Feat

Tough

  • casting time Feat
  • range Self

  • components
  • duration

Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.

Feat

Powerful Build

  • casting time Ability
  • range Self

  • components
  • duration

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

Firbolg

Moonlight Step

  • casting time Bonus Action
  • range Self

  • components
  • duration

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).

Druid Circle of the Moon

Improved Circle Forms

  • casting time Ability
  • range Self

  • components
  • duration

While in a Wild Shape form, you gain the following benefits.

Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.

Increased Toughness. You can add your Wisdom modifier to your Constitution saving throws.

Druid Circle of the Moon

Circle of the Moon Spells

  • casting time Ability
  • range Self

  • components
  • duration

When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.

In addition, you can cast the spells from this feature while you’re in a Wild Shape form.

Level/Spells
3 Cure Wounds, Moonbeam, Starry Wisp
5 Conjure Animals
7 Fount of Moonlight
9 Mass Cure Wounds

Druid Circle of the Moon

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0 0
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0 0
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Circle Forms

  • casting time Ability
  • range Self

  • components
  • duration

You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.

Challenge Rating. The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).

Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast’s AC.

Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.

Druid Circle of the Moon

Elemental Fury

  • casting time Ability
  • range Self

  • components
  • duration

The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Druid

Wild Resurgence

  • casting time Free Action
  • range Self

  • components
  • duration

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can’t do so again until you finish a Long Rest.

Druid

Wild Companion

  • casting time Action
  • range Self

  • components
  • duration

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Druid

Wild Shape [3/3]

  • casting time Bonus Action
  • range Self

  • components
  • duration

No Spellcasting. You can’t cast spells, but shape-shifting doesn’t break your Concentration or otherwise interfere with a spell you’ve already cast.

Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. 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 the form. Equipment that merges with the form has no effect while you’re in that form.

Druid

Wild Shape [2/3]

  • casting time Bonus Action
  • range Self

  • components
  • duration

Rules While Shape-Shifted. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.

Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type, Hit Points, Hit Point Dice, Intelligence, Wisdom, and Charisma scores, class features, languages, and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block.

Druid

Wild Shape [1/3]

  • casting time Bonus Action
  • range Self

  • components
  • duration

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature. You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Number of Uses.
You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Druid

Primal Order - Magician

  • casting time Ability
  • range Self

  • components
  • duration

You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Druid

Druidic

  • casting time Ability
  • range Self

  • components
  • duration

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals, you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

Druid

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0 0
0 0

Speech of Beast and Leaf

  • casting time
  • range

  • components
  • duration

You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Firbolg

Hidden Step

  • casting time Bonus Action
  • range Self

  • components
  • duration

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Firbolg

Firbolg Magic

  • casting time Ability
  • range Self

  • components
  • duration

You can cast the Detect Magic and Disguise Self spells with this trait. When you use this version of Disguise Self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Firbolg

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