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Absorb

  • casting time Action
  • range 15 feet

  • components 0 Move Points
  • duration Instantaneous

A nutrient-draining attack. Make a Special attack roll against a creature you can see within range. On a hit, the target takes 1d4 Grass damage, and you heal for half the amount of damage dealt, rounded up.

Innate Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).

Grass-type Innate Special

Absorb

  • casting time Action
  • range 15 feet

  • components 0 Move Points
  • duration Instantaneous

A nutrient-draining attack. Make a Special attack roll against a creature you can see within range. On a hit, the target takes 1d4 Grass damage, and you heal for half the amount of damage dealt, rounded up.

Innate Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).

Grass-type Innate Special

Leafage

  • casting time Action
  • range 120 feet

  • components 0 Move Points
  • duration Instantaneous

You pelt your target with leaves. Make a Finesse attack roll against a creature you can see within range. On a hit, the target takes 1d6 Grass damage.

Innate Upgrade. The damage increases by 1d6 when you reach levels 5(2d6), 11 (3d6), and 17 (4d6).

Grass-type Innate Finesse

Bullet Seed TM056

  • casting time Bonus action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

You spit several seed shells at a creature you can see within range. You can hurl them at one target or several. Make 1d4+1 Finesse Attack rolls. On a hit, the target takes 1d4 Grass damage per hit.

Grass 1st-level Finesse

Bullet Seed TM056

  • casting time Bonus action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

You spit several seed shells at a creature you can see within range. You can hurl them at one target or several. Make 1d4+1 Finesse Attack rolls. On a hit, the target takes 1d4 Grass damage per hit.

Grass 1st-level Finesse

Growth (Enlarge spell)

  • casting time Action
  • range Self

  • components 2 Move Points
  • duration Concentration, up to 1 minute

You cause your body to grow all at once. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Until the move ends, you also have advantage on Attack and Special Attack checks and Attack and Special Attack saving throws. Your attacks deal 1d4 extra damage.

If this move is used in harsh sunlight, your attacks instead deal 2d4 extra damage.

Grass-type 1st-level Status

Mega Drain (+Giga Drain TM111)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

A nutrient-draining attack. Make a Special attack roll against a PokГ©mon you can see within range. On a hit, the target takes 1d6 Grass damage, and you regain hit points equal to half the amount of damage dealt.

Using a Higher-Level Move Slot. The damage increases by 1d6, and the range increases by 5 feet for each move slot level above 1.

Grass-type 1st-level Special

Mega Drain (+Giga Drain TM111)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

A nutrient-draining attack. Make a Special attack roll against a PokГ©mon you can see within range. On a hit, the target takes 1d6 Grass damage, and you regain hit points equal to half the amount of damage dealt.

Using a Higher-Level Move Slot. The damage increases by 1d6, and the range increases by 5 feet for each move slot level above 1.

Grass-type 1st-level Special

Mega Drain (+Giga Drain TM111)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

A nutrient-draining attack. Make a Special attack roll against a PokГ©mon you can see within range. On a hit, the target takes 1d6 Grass damage, and you regain hit points equal to half the amount of damage dealt.

Using a Higher-Level Move Slot. The damage increases by 1d6, and the range increases by 5 feet for each move slot level above 1.

Grass-type 1st-level Special

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Mega Drain (+Giga Drain TM111)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

A nutrient-draining attack. Make a Special attack roll against a PokГ©mon you can see within range. On a hit, the target takes 1d6 Grass damage, and you regain hit points equal to half the amount of damage dealt.

Using a Higher-Level Move Slot. The damage increases by 1d6, and the range increases by 5 feet for each move slot level above 1.

Grass-type 1st-level Special

Mega Drain (+Giga Drain TM111)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

A nutrient-draining attack. Make a Special attack roll against a PokГ©mon you can see within range. On a hit, the target takes 1d6 Grass damage, and you regain hit points equal to half the amount of damage dealt.

Using a Higher-Level Move Slot. The damage increases by 1d6, and the range increases by 5 feet for each move slot level above 1.

Grass-type 1st-level Special

Mega Drain (+Giga Drain TM111)

  • casting time Action
  • range 30 feet

  • components 2 Move Points
  • duration Instantaneous

A nutrient-draining attack. Make a Special attack roll against a PokГ©mon you can see within range. On a hit, the target takes 1d6 Grass damage, and you regain hit points equal to half the amount of damage dealt.

Using a Higher-Level Move Slot. The damage increases by 1d6, and the range increases by 5 feet for each move slot level above 1.

Grass-type 1st-level Special

Razor Leaf

  • casting time Action
  • range 120 feet

  • components 2 Move Points
  • duration Instantaneous

You launch sharp-edged leaves at a creature you can see within range, or two creatures within 5 feet of each other. Make a Finesse attack roll. On a hit, you deal 1d6 Grass damage. This attack scores a critical hit on a natural roll of 19+.

Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 1.

Grass-type 1st-level Finesse

Spore (Sleep spell)

  • casting time Action
  • range 60 feet

  • components 2 Move Points
  • duration 1 minute

You scatter a burst of spores to try and send your creatures to sleep. Each creature of your choice in a 5-foot-radius sphere centered on a point within range must succeed on a HP/Constitution saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the move's effect.

Grass-type creatures, and creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this move.

Grass-type 1st-level Status

Trailblaze TM020

  • casting time Action
  • range 10 feet/Touch

  • components 2 Move Points
  • duration 2 rounds

You attack suddenly as if leaping out from tall grass. Choose a point within range, make separate Finesse attack roll(s) for each creature within 5 feet of the point. On a hit, a target takes 1d6 Grass damage. Your Speed increases by 1 stage.

Grass 1st-level Finesse

Trailblaze TM020

  • casting time Action
  • range 10 feet/Touch

  • components 2 Move Points
  • duration 2 rounds

You attack suddenly as if leaping out from tall grass. Choose a point within range, make separate Finesse attack roll(s) for each creature within 5 feet of the point. On a hit, a target takes 1d6 Grass damage. Your Speed increases by 1 stage.

Grass 1st-level Finesse

Leech Seed (Wither and Bloom spell)

  • casting time Action
  • range 60 feet

  • components 3 Move Points
  • duration Instantaneous

You sow life stealing seeds upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a HP/Constitution saving throw, taking 2d6 Grass damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

Using a Higher-Level Move Slot. The damage increases by 1d6 and the number of Hit Dice that can be spent and added to the healing roll increases by one for each move slot above 2.

Grass-type 2nd-level Status

Magical Leaf TM033

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You scatter curious leaves that chase a creature you can see within range. The target takes 3d4 Grass damage.

Grass 2nd-level Special

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Magical Leaf TM033

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You scatter curious leaves that chase a creature you can see within range. The target takes 3d4 Grass damage.

Grass 2nd-level Special

Stun Spore

  • casting time Action
  • range Self (15-foot radius) or 30 feet

  • components 3 Move Points
  • duration 1 minute

You scatter numbing powder around you or at a point you can see within range. Each creature within range of you or within 10 feet of the point must succeed on a HP/Constitution saving throw or be paralyzed for the duration.

As an action on each of its turns, and at the end of each of its turns. An affected creature can repeat the saving throw, ending the paralysis on a success.

Grass-type 2nd-level Status

Grassy Glide

  • casting time Action (or Bonus action if on Grassy Terrain)
  • range 15 feet/Touch

  • components 5 Move Points
  • duration Instantaneous

You glide on the ground towards a target you can see within range. The target must make a Speed/Dexterity saving throw taking 4d6 Grass damage on a failed save or half as much damage on a successful one.

Grass-type 3rd-level Finesse

Leaf Blade TR50

  • casting time Action
  • range Touch

  • components 5 Move Points
  • duration Instantaneous

You strike with a leaf sharpened like a sword. Make a Physical attack roll against a creature you can see within range. On a hit, the target takes 2d8 Grass damage. This move scores a critical hit on a natural roll of 19+.

Grass 3rd-level Physical

Synthesis

  • casting time Action
  • range Self

  • components 5 Move Points
  • duration Instantaneous

You heal yourself using the energy of the sun. Under normal weather, this move restores 3d6 + Nature modifier of hit points. During harsh sunlight, this increases to 6d6, and during other weather conditions, this drops to 1d6. The healing is doubled during daytime.

Grass-type 3rd-level Status

Grassy Terrain TM137

  • casting time Bonus action
  • range Self (50-foot square)

  • components 6 Move Points
  • duration Concentration, up to 1 minute

You cause thick grass to rise out of the ground in a 50-foot square with you at the center. For the duration, any creature that ends its turn on in the area can heal for 1 hit die without expending it. Grass-type moves roll additional 2 damage dice, and the moves Bulldoze, Earthquake, and Magnitude deal half damage.

Grass-type 4th-level Status

Seed Bomb TR59

  • casting time Action
  • range 25 feet

  • components 6 Move Points
  • duration Instantaneous

You slam a barrage of hard-shelled seeds down on a point you can see within range from above. All creatures within 5 feet of that point must make a Defense/Constitution saving throw. A creature takes 4d8 Grass damage on a failed save, or half as much damage on a successful one.

Grass 4th-level Physical

Energy Ball TR65

  • casting time Action
  • range 90 feet

  • components 7 Move Points
  • duration Instantaneous

You draw power from nature and use it to attack. Make a Special attack roll against a creature you can see within range. On a hit, the target takes 5d6 Grass damage.

Grass 5th-level Special

Solar Beam TM168/ Solar Blade TM190

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

  • components 11 Move Points
  • duration Concentration, up to 1 minute

You gather sunlight and can choose release a bundle of energy when the move ends, either because your concentration is broken or because you decide to end it, in a 100 feet long and 5 feet wide line. Each creature must make a Dexterity/Speed saving throw. A target takes Grass damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The move’s base damage is 12d8. If at the end of your turn the energy has not yet been released, the damage increases by 1d8.

If the weather is harsh sunlight the base damage increased by 2d8. However, in rain, hail, or sandstorm, you deal half as much damage.

Grass 8th-level Special/Physical

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Solar Beam TM168/ Solar Blade TM190

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

  • components 11 Move Points
  • duration Concentration, up to 1 minute

You gather sunlight and can choose release a bundle of energy when the move ends, either because your concentration is broken or because you decide to end it, in a 100 feet long and 5 feet wide line. Each creature must make a Dexterity/Speed saving throw. A target takes Grass damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The move’s base damage is 12d8. If at the end of your turn the energy has not yet been released, the damage increases by 1d8.

If the weather is harsh sunlight the base damage increased by 2d8. However, in rain, hail, or sandstorm, you deal half as much damage.

Grass 8th-level Special/Physical

Solar Beam TM168/ Solar Blade TM190

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

  • components 11 Move Points
  • duration Concentration, up to 1 minute

You gather sunlight and can choose release a bundle of energy when the move ends, either because your concentration is broken or because you decide to end it, in a 100 feet long and 5 feet wide line. Each creature must make a Dexterity/Speed saving throw. A target takes Grass damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The move’s base damage is 12d8. If at the end of your turn the energy has not yet been released, the damage increases by 1d8.

If the weather is harsh sunlight the base damage increased by 2d8. However, in rain, hail, or sandstorm, you deal half as much damage.

Grass 8th-level Special/Physical

Solar Beam TM168/ Solar Blade TM190

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

  • components 11 Move Points
  • duration Concentration, up to 1 minute

You gather sunlight and can choose release a bundle of energy when the move ends, either because your concentration is broken or because you decide to end it, in a 100 feet long and 5 feet wide line. Each creature must make a Dexterity/Speed saving throw. A target takes Grass damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The move’s base damage is 12d8. If at the end of your turn the energy has not yet been released, the damage increases by 1d8.

If the weather is harsh sunlight the base damage increased by 2d8. However, in rain, hail, or sandstorm, you deal half as much damage.

Grass 8th-level Special/Physical

Solar Beam TM168/ Solar Blade TM190

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

  • components 11 Move Points
  • duration Concentration, up to 1 minute

You gather sunlight and can choose release a bundle of energy when the move ends, either because your concentration is broken or because you decide to end it, in a 100 feet long and 5 feet wide line. Each creature must make a Dexterity/Speed saving throw. A target takes Grass damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The move’s base damage is 12d8. If at the end of your turn the energy has not yet been released, the damage increases by 1d8.

If the weather is harsh sunlight the base damage increased by 2d8. However, in rain, hail, or sandstorm, you deal half as much damage.

Grass 8th-level Special/Physical

Wood Hammer

  • casting time Action
  • range Touch

  • components 11 Move Points
  • duration Instantaneous

You slam your rugged body into your foe. The creature must make a Defense/Strength saving throw. The target takes 12d8 Grass damage on a failed save, or half as much damage on a successful one. You expend 2 hit dice as recoil damage.

Grass-type 8th-level Physical

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