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you deal 3d6 Fighting damage

Wizard and regain hit points equal to half of the damage dealt.; Fighting-type;

you deal 3d6 Fighting damage

Wizard and regain hit points equal to half of the damage dealt.; Fighting-type;

you deal 4d8 Fighting damage. This move is unaffected by any penalties to its attack and damage roll

Wizard and any bonuses to the target's AC.; Fighting-type;

or half as much damage on a successful one. This move's damage is unaffected by the target's weaknesses or resistances.; Fighting-type;

Wizard

Wizard

the target takes 1d8 Fighting damage. This move always applies critical hit damage.; Fighting-type;

Wizard

the target takes 2d6 Fighting damage. If you have been previously damaged by the target in this round

Wizard the target takes 4d6 Fighting damage instead.; Fighting-type;

the target takes 2d6 Fighting damage. If you have been previously damaged by the target in this round

Wizard the target takes 4d6 Fighting damage instead.; Fighting-type;

the target takes 2d6 Fighting damage and must make an Athletics check against your attack roll. If it fails

Wizard it is thrown 15 feet in a straight line away from you.; Fighting-type;

3; Drain Punch TM073; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; An energy-draining punch. Make a Physical attack roll against a creature you can see within range. On a hit 3; Drain Punch TM073; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; An energy-draining punch. Make a Physical attack roll against a creature you can see within range. On a hit
3; Drain Punch TM073; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; An energy-draining punch. Make a Physical attack roll against a creature you can see within range. On a hit 3; Drain Punch TM073; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; An energy-draining punch. Make a Physical attack roll against a creature you can see within range. On a hit
5; Sacred Sword; 5th-level Physical; Action; Melee/Touch; 7 Move Points; Instantaneous; You attack a creature you can see within range with your horn. Make a Physical attack roll. On a hit 5; Sacred Sword; 5th-level Physical; Action; Melee/Touch; 7 Move Points; Instantaneous; You attack a creature you can see within range with your horn. Make a Physical attack roll. On a hit
3; Seismic Toss; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You throw your target using the power of gravity. The target must succeed on a Defense/Strength saving throw taking Fighting damage equal to twice your level 3; Seismic Toss; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You throw your target using the power of gravity. The target must succeed on a Defense/Strength saving throw taking Fighting damage equal to twice your level
3; Vital Throw; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack at the end of the initiative order. You deal 3d8 Fighting damage to a creature you can see within range.; Fighting-type; 3; Vital Throw; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack at the end of the initiative order. You deal 3d8 Fighting damage to a creature you can see within range.; Fighting-type;
2; Storm Throw; 2nd-level Physical; Action; Melee/Touch; 3 Move Points; Instantaneous; You strike a creature you can see within range with a fierce blow. Make a Physical attack roll. On a hit 2; Storm Throw; 2nd-level Physical; Action; Melee/Touch; 3 Move Points; Instantaneous; You strike a creature you can see within range with a fierce blow. Make a Physical attack roll. On a hit
2; Revenge; 2nd-level Physical; Action; Melee/Touch; 3 Move Points; Instantaneous; You get revenge for earlier damage. Make a Physical attack roll against a creature you can see within range. On a hit 2; Revenge; 2nd-level Physical; Action; Melee/Touch; 3 Move Points; Instantaneous; You get revenge for earlier damage. Make a Physical attack roll against a creature you can see within range. On a hit
2; Revenge; 2nd-level Physical; Action; Melee/Touch; 3 Move Points; Instantaneous; You get revenge for earlier damage. Make a Physical attack roll against a creature you can see within range. On a hit 2; Revenge; 2nd-level Physical; Action; Melee/Touch; 3 Move Points; Instantaneous; You get revenge for earlier damage. Make a Physical attack roll against a creature you can see within range. On a hit
2; Circle Throw; 2nd-level Physical; Action; Melee/Touch; 3 Move Points; Instantaneous; You throw a creature you can see. Make a Physical attack roll. On a hit 2; Circle Throw; 2nd-level Physical; Action; Melee/Touch; 3 Move Points; Instantaneous; You throw a creature you can see. Make a Physical attack roll. On a hit

the target takes 3d6 Fighting damage.

If you have less then half remaining hit dice

Wizard the target takes 6d6 Fighting damage instead.; Fighting-type;

the target takes 3d6 Fighting damage.

If you have less then half remaining hit dice

Wizard the target takes 6d6 Fighting damage instead.; Fighting-type;

which you take when damaged by a Physical move within range of you; Melee; 6 Move Points; Instantaneous; You retaliate against a Physical attack you received with a move slot of level 4 or lower. If the attack doesn't make you unconscious

  • casting time or half as much on a successful one.

    Using a Higher-Level Move Slot. Using a move slot of level 5+ enables you to retaliate if the move's level is less than or equal to the level of the move slot you used.; Fighting-type;
  • range

Wizard you return the damage done to you back to the attacker twice fold. The creature must make a HP/Constitution saving throw. It takes double the damage done to you on a failed save

up to 1 minute; You tense your muscles to bulk up your body. You increase both your Attack and Defense by 1 stage for the duration.; Fighting-type;

Wizard

up to 1 minute; You tense your muscles to bulk up your body. You increase both your Attack and Defense by 1 stage for the duration.; Fighting-type;

Wizard

you deal 2d6 Fighting damage

Wizard and the target is knocked prone.; Fighting-type;

you deal 2d6 Fighting damage

Wizard and the target is knocked prone.; Fighting-type;

when targeted by a Move Time Bonus Action move; Self; 3 Move Points; 1 round; You block quick-strike moves. When you're targeted by a damaging move that takes a bonus action to execute

  • casting time continuing to block all bonus action moves. This move cannot be used consecutively.; Fighting-type;
  • range

Wizard it is blocked completely. Quick Guard stays up until the start of your next turn

the target takes 1d6 Fighting damage.; Fighting-type;

Wizard

4; Reversal TR21; 4th-level Momentum; Action; Melee/Touch; 6 Move Points; Instantaneous; You unleash an all-out attack. Make a Momentum attack roll against a creature you can see within range. On a hit 4; Reversal TR21; 4th-level Momentum; Action; Melee/Touch; 6 Move Points; Instantaneous; You unleash an all-out attack. Make a Momentum attack roll against a creature you can see within range. On a hit
4; Reversal TR21; 4th-level Momentum; Action; Melee/Touch; 6 Move Points; Instantaneous; You unleash an all-out attack. Make a Momentum attack roll against a creature you can see within range. On a hit 4; Reversal TR21; 4th-level Momentum; Action; Melee/Touch; 6 Move Points; Instantaneous; You unleash an all-out attack. Make a Momentum attack roll against a creature you can see within range. On a hit
4; Counter; 4th-level Momentum; Reaction 4; Counter; 4th-level Momentum; Reaction
1; Bulk Up TR48; 1st-level Status; Action; Self; 2 Move Points; Concentration 1; Bulk Up TR48; 1st-level Status; Action; Self; 2 Move Points; Concentration
1; Bulk Up TR48; 1st-level Status; Action; Self; 2 Move Points; Concentration 1; Bulk Up TR48; 1st-level Status; Action; Self; 2 Move Points; Concentration
2; Low Sweep TM039; 2nd-level Finesse; Action; Melee/Touch; 3 Move Points; Instantaneous; You make a swift attack to your target's legs. Make a Finesse attack roll against a creature you can see within range. On a hit 2; Low Sweep TM039; 2nd-level Finesse; Action; Melee/Touch; 3 Move Points; Instantaneous; You make a swift attack to your target's legs. Make a Finesse attack roll against a creature you can see within range. On a hit
2; Low Sweep TM039; 2nd-level Finesse; Action; Melee/Touch; 3 Move Points; Instantaneous; You make a swift attack to your target's legs. Make a Finesse attack roll against a creature you can see within range. On a hit 2; Low Sweep TM039; 2nd-level Finesse; Action; Melee/Touch; 3 Move Points; Instantaneous; You make a swift attack to your target's legs. Make a Finesse attack roll against a creature you can see within range. On a hit
2; Quick Guard; 2nd-level Status; Reaction 2; Quick Guard; 2nd-level Status; Reaction
0; Double Kick; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You kick a creature you can see within range twice. Make a two separate Physical attack rolls for each kick. On each hit 0; Double Kick; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You kick a creature you can see within range twice. Make a two separate Physical attack rolls for each kick. On each hit

you attack a creature you can see within range. Make a Physical attack roll. On a hit

  • casting time the moves 'Reflect'
  • range 'Light Screen'

  • components and 'Aurora Veil' are immediately ended if active.

    Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
  • duration 11 (3d6)

and 17 (4d6).; Fighting-type;

Wizard the target takes 1d6 Fighting damage. Additionally at level 5+

you attack a creature you can see within range. Make a Physical attack roll. On a hit

  • casting time the moves 'Reflect'
  • range 'Light Screen'

  • components and 'Aurora Veil' are immediately ended if active.

    Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
  • duration 11 (3d6)

and 17 (4d6).; Fighting-type;

Wizard the target takes 1d6 Fighting damage. Additionally at level 5+

you attack a creature you can see within range. Make a Physical attack roll. On a hit

  • casting time the moves 'Reflect'
  • range 'Light Screen'

  • components and 'Aurora Veil' are immediately ended if active.

    Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
  • duration 11 (3d6)

and 17 (4d6).; Fighting-type;

Wizard the target takes 1d6 Fighting damage. Additionally at level 5+

you attack a creature you can see within range. Make a Physical attack roll. On a hit

  • casting time the moves 'Reflect'
  • range 'Light Screen'

  • components and 'Aurora Veil' are immediately ended if active.

    Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
  • duration 11 (3d6)

and 17 (4d6).; Fighting-type;

Wizard the target takes 1d6 Fighting damage. Additionally at level 5+

you attack a creature you can see within range. Make a Physical attack roll. On a hit

  • casting time the moves 'Reflect'
  • range 'Light Screen'

  • components and 'Aurora Veil' are immediately ended if active.

    Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
  • duration 11 (3d6)

and 17 (4d6).; Fighting-type;

Wizard the target takes 1d6 Fighting damage. Additionally at level 5+

you attack a creature you can see within range. Make a Physical attack roll. On a hit

  • casting time the moves 'Reflect'
  • range 'Light Screen'

  • components and 'Aurora Veil' are immediately ended if active.

    Innate Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
  • duration 11 (3d6)

and 17 (4d6).; Fighting-type;

Wizard the target takes 1d6 Fighting damage. Additionally at level 5+

0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch 0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch
0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch 0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch
0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch 0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch
0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch 0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch
0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch 0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch
0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch 0; Rock Smash (+Brick Break TM058); Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; Using a punch