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Metal Claw TM031 (+Meteor Mash)

  • casting time Action
  • range Touch

  • components 2 Move Points
  • duration Instantaneous

You rake a creature you can see within range with steel claws. Make a Physical attack roll. On a hit, the target takes 1d6 Steel damage. This move also increases your Attack by 1 stage on a natural roll of 19+.

Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 1. If you use a move slot of level 5+, your Attack increases by 1 stage on a natural roll of 17+.

Steel-type 1st-level Physical

Autotomize

  • casting time Bonus action
  • range Self

  • components 3 Move Points
  • duration 1 hour

You shed part of your body to make yourself lighter. For the duration, your weight decreases by 1 class (if your weight is 'Small', it changes to 'Tiny') and your speed increases by 2 stages. You regrow the shed metal after the duration.

Steel-type 2nd-level Status

Autotomize

  • casting time Bonus action
  • range Self

  • components 3 Move Points
  • duration 1 hour

You shed part of your body to make yourself lighter. For the duration, your weight decreases by 1 class (if your weight is 'Small', it changes to 'Tiny') and your speed increases by 2 stages. You regrow the shed metal after the duration.

Steel-type 2nd-level Status

Autotomize

  • casting time Bonus action
  • range Self

  • components 3 Move Points
  • duration 1 hour

You shed part of your body to make yourself lighter. For the duration, your weight decreases by 1 class (if your weight is 'Small', it changes to 'Tiny') and your speed increases by 2 stages. You regrow the shed metal after the duration.

Steel-type 2nd-level Status

Metal Sound TM223

  • casting time Bonus action
  • range Self (20-foot radius)

  • components 3 Move Points
  • duration 1 minute

You make a horrible sound like scraping metal. All creatures within range that can hear you must succeed on a HP/Constitution saving throw or have it's Special Defense reduced by 2 stages 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 poison on a success.

Steel-type 2nd-level Status

Metal Sound TM223

  • casting time Bonus action
  • range Self (20-foot radius)

  • components 3 Move Points
  • duration 1 minute

You make a horrible sound like scraping metal. All creatures within range that can hear you must succeed on a HP/Constitution saving throw or have it's Special Defense reduced by 2 stages 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 poison on a success.

Steel-type 2nd-level Status

Metal Sound TM223

  • casting time Bonus action
  • range Self (20-foot radius)

  • components 3 Move Points
  • duration 1 minute

You make a horrible sound like scraping metal. All creatures within range that can hear you must succeed on a HP/Constitution saving throw or have it's Special Defense reduced by 2 stages 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 poison on a success.

Steel-type 2nd-level Status

Metal Sound TM223

  • casting time Bonus action
  • range Self (20-foot radius)

  • components 3 Move Points
  • duration 1 minute

You make a horrible sound like scraping metal. All creatures within range that can hear you must succeed on a HP/Constitution saving throw or have it's Special Defense reduced by 2 stages 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 poison on a success.

Steel-type 2nd-level Status

Iron Defense TR46 (+Shelter, Barkskin spell)

  • casting time Bonus action
  • range Self

  • components 5 Move Points
  • duration 1 hour

You harden your body's surface like iron. Until the move ends, your base AC becomes 17 plus your Defense or Speed modifier. This move ends early if you don armor.

Steel-type 3rd-level Status

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Iron Defense TR46 (+Shelter, Barkskin spell)

  • casting time Bonus action
  • range Self

  • components 5 Move Points
  • duration 1 hour

You harden your body's surface like iron. Until the move ends, your base AC becomes 17 plus your Defense or Speed modifier. This move ends early if you don armor.

Steel-type 3rd-level Status

Iron Defense TR46 (+Shelter, Barkskin spell)

  • casting time Bonus action
  • range Self

  • components 5 Move Points
  • duration 1 hour

You harden your body's surface like iron. Until the move ends, your base AC becomes 17 plus your Defense or Speed modifier. This move ends early if you don armor.

Steel-type 3rd-level Status

Flash Cannon TR70

  • casting time Action
  • range Self (30-foot long, 5-foot wide line)

  • components 6 Move Points
  • duration Instantaneous

You gather all your light energy and release it at once. Each creature within range must make a Special Defense/Constitution saving throw taking 6d8 Steel damage on a failed save, or half as much damage on a successful one. This also reduces the creature's Special Defense by 1 stage on a failed natural roll of 2-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4.

Steel-type 4th-level Special

Iron Head TR74

  • casting time Action
  • range Touch

  • components 6 Move Points
  • duration Instantaneous

You slam a creature you can see within range with a steel-hard head. The target must make a Defense/Constitution saving throw taking 4d8 Steel damage on a failed save, or half as much damage on a successful one. This also stuns the target on a failed natural roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4.

Steel-type 4th-level Physical

Iron Head TR74

  • casting time Action
  • range Touch

  • components 6 Move Points
  • duration Instantaneous

You slam a creature you can see within range with a steel-hard head. The target must make a Defense/Constitution saving throw taking 4d8 Steel damage on a failed save, or half as much damage on a successful one. This also stuns the target on a failed natural roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4.

Steel-type 4th-level Physical

Iron Head TR74

  • casting time Action
  • range Touch

  • components 6 Move Points
  • duration Instantaneous

You slam a creature you can see within range with a steel-hard head. The target must make a Defense/Constitution saving throw taking 4d8 Steel damage on a failed save, or half as much damage on a successful one. This also stuns the target on a failed natural roll of 6-.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4.

Steel-type 4th-level Physical

Steel Beam

  • casting time Action
  • range Self (100-foot long, 5-foot wide line)

  • components 13 Move Points
  • duration Instantaneous

You fires a beam of steel that it collected from your entire body in a 100-foot-long, 5-foot-wide line. All creatures in range must make a Speed/Dexterity saving throw, taking 14d12 Steel damage on a failed save, or half as much damage on a successful one. You expend half your hit dice as recoil.

If you have less than half hit dice remaining, you expend the hit dice you have left, and take the remaining recoil as damage instead.

Steel-type 9th-level Special

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