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Incarnate State

  • casting time Free Action
  • range Self

  • components
  • duration 1 min

(6 Semblance) In the Incarnate State, you must succeed on a DC 10 Wisdom saving throw in order to recognize friend from foe.
You must succeed on a DC 15 Wisdom saving throw as an action to exit the Incarnate State voluntarily. If there are no perceived threats around you for 1 minute, or if you are knocked unconscious, the Incarnate State ends.
You gain the Following in the Incarnate State
* Enhanced Body
* Enhanced Mind
* Enhanced Power
* Enhanced Bending
* Legendary Actions

Xune Bending

The Tazer

  • casting time Free Action
  • range 60ft cone

  • components
  • duration Instant

(6 Semblance Charges) An electric Gatling gun appears in Tricky's hands, and sprays chosen creatures in range.

Each chosen Creature makes a DC16 Dex Save or takes 6d8 Lightning damage

* on a Success the creatures take half damage

* on Fail the creatures take full damage and must make a DC 16 Con Save or be come Paralyzed till the end of Tricky's next turn.

Tricky Gun

Final Blossom

  • casting time
  • range Self

  • components
  • duration Instant

Upon activation, the wielder enters a battle trance, radiating golden energy. At the start of their next turn, they unleash a devastating explosion of light and petals.

Every enemy within 20 ft. must make a DC 18 Dexterity save or take 6d10 radiant + 6d6 slashing damage.
On a success, they take half damage.
The wielder takes no damage from this effect and instead heals for half the total damage dealt.

Bala Dav Miquella's Last Gift

Scarlet Mirage

  • casting time
  • range Self

  • components
  • duration 3 Rounds

The wielder gains the ability to move with blinding speed for the next 3 rounds.

* They may take an additional action each turn (this action can only be used for an Attack, Dash, or Disengage).

*Their movement does not provoke opportunity attacks.

*If they successfully land a melee attack during this time, they heal for half the damage dealt (up to a max of 20 HP per turn).

Bala Dav Miquella's Last Gift

Blessing of the Unalloyed

  • casting time
  • range Self

  • components
  • duration 1 minute

For 1 minute, the wielder is immune to disease, poison, charm, and magical corruption effects.

Additionally, they gain resistance to necrotic and radiant damage for the duration.
If the wielder is reduced to 0 HP during this time, they instead drop to 1 HP and are healed for half their max HP before the effect ends.

Bala Dav Miquella's Last Gift

Miquella’s Last Gift

  • casting time
  • range

  • components
  • duration

(Wondrous Item (ONE time use)) Forged from the lingering will of Miquella, this ethereal charm holds the last vestiges of a god’s benevolence. It hums with a golden glow, waiting for the perfect moment to awaken.

Effects (Choose One Upon Activation):
Once used, the item shatters into golden petals, lost forever. The wielder can choose one of the following effects:

1. Blessing of the Unalloyed

2. Scarlet Mirage

3. Final Blossom

Bala Dav Item

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