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Rock Tomb

  • casting time 1 action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You hurl boulders at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d8 Rock damage, and the target is restrained.

On each of its turns, a restrained target can use the Escape a Grapple Action to attempt end the restraint on itself.

Rock-type 2nd-level Physical

Rock Tomb

  • casting time 1 action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You hurl boulders at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d8 Rock damage, and the target is restrained.

On each of its turns, a restrained target can use the Escape a Grapple Action to attempt end the restraint on itself.

Rock-type 2nd-level Physical

Rock Tomb

  • casting time 1 action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You hurl boulders at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d8 Rock damage, and the target is restrained.

On each of its turns, a restrained target can use the Escape a Grapple Action to attempt end the restraint on itself.

Rock-type 2nd-level Physical

Rock Tomb

  • casting time 1 action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You hurl boulders at a creature you can see within range. Make a Physical attack roll. On a hit, the target takes 1d8 Rock damage, and the target is restrained.

On each of its turns, a restrained target can use the Escape a Grapple Action to attempt end the restraint on itself.

Rock-type 2nd-level Physical

Wide Guard

  • casting time Reaction, when you or an ally within 5 feet of you is targeted by an attack that would hit 2 of you
  • range Self (15-foot radius)

  • components 3 Move Points
  • duration 1 round

You offer protection from an incoming wide attack, pulling up a guard to block it completely. You and all allies within range take no damage from moves that can target more than one creature for the duration.

Rock-type 2nd-level Status

Rock Slide

  • casting time 1 action
  • range 30 feet

  • components 5 Move Points
  • duration Instantaneous

You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.

Rock-type 3rd-level Physical

Rock Slide

  • casting time 1 action
  • range 30 feet

  • components 5 Move Points
  • duration Instantaneous

You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.

Rock-type 3rd-level Physical

Rock Slide

  • casting time 1 action
  • range 30 feet

  • components 5 Move Points
  • duration Instantaneous

You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.

Rock-type 3rd-level Physical

Rock Slide

  • casting time 1 action
  • range 30 feet

  • components 5 Move Points
  • duration Instantaneous

You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.

Rock-type 3rd-level Physical

2 2
2 2
2 2
2 2
2 2
3 3
3 3
3 3
3 3

Rock Slide

  • casting time 1 action
  • range 30 feet

  • components 5 Move Points
  • duration Instantaneous

You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.

Rock-type 3rd-level Physical

Rock Slide

  • casting time 1 action
  • range 30 feet

  • components 5 Move Points
  • duration Instantaneous

You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.

Rock-type 3rd-level Physical

Rock Slide

  • casting time 1 action
  • range 30 feet

  • components 5 Move Points
  • duration Instantaneous

You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.

Rock-type 3rd-level Physical

Rock Slide

  • casting time 1 action
  • range 30 feet

  • components 5 Move Points
  • duration Instantaneous

You hurl large bolders to inflict damage. A creature, or two creatures within 5 feet of each other, that you can see within range must make a Speed/Dexterity saving throw taking 2d8 Rock damage on a failed save, or half as much damage on a successful one. This also stuns the target on a natural failed roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 3.

Rock-type 3rd-level Physical

Sandstorm TM051

  • casting time Action
  • range Self (100-foot sphere)

  • components 5 Move Points
  • duration 1 hour

You summon a vicious sandstorm for the duration. The area is filled with Strong Wind, and is considered difficult terrain. Additionally, all creatures except Rock-, Ground-, and Steel-types take 1d6 damage at the end of each of their turns, and Rock-type Pokémon get advantage on all Special Defense rolls.

Rock-type 3rd-level Status

3 3
3 3
3 3
3 3
3 3