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Peck

  • casting time Action
  • range Touch

  • components 0 Move Points
  • duration Instantaneous

You jab a creature you can see within range with a sharp horn or beak. Make a Physical attack roll. On hit, you deal 1d6 Flying damage.

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

Flying-type Innate Physical

Dual Wingbeat (MT)

  • casting time Action
  • range Touch

  • components 2 Move Points
  • duration Instantaneous

You slam a creature you can see within range twice with your wings. Make a two separate Physical attack rolls for each strike. On a hit, the target takes 1d6 Flying damage per hit.

Flying-type 1st-level Physical

Aerial Ace TM027

  • casting time Action
  • range Touch

  • components 3 Move Points
  • duration Instantaneous

You confound a creature you can see within range with speed, then strike. The target takes 1d6 Flying damage.

Flying-type 2nd-level Finesse

Aerial Ace TM027

  • casting time Action
  • range Touch

  • components 3 Move Points
  • duration Instantaneous

You confound a creature you can see within range with speed, then strike. The target takes 1d6 Flying damage.

Flying-type 2nd-level Finesse

Aerial Ace TM027

  • casting time Action
  • range Touch

  • components 3 Move Points
  • duration Instantaneous

You confound a creature you can see within range with speed, then strike. The target takes 1d6 Flying damage.

Flying-type 2nd-level Finesse

Aerial Ace TM027

  • casting time Action
  • range Touch

  • components 3 Move Points
  • duration Instantaneous

You confound a creature you can see within range with speed, then strike. The target takes 1d6 Flying damage.

Flying-type 2nd-level Finesse

Air Cutter TM040

  • casting time Action
  • range 30 feet

  • components 3 Move Points
  • duration Instantaneous

You launch razor-like whips of wind at a creature, or two creatures within 5 feet of each other, you can see within range. Make a Special attack roll. On a hit, each target takes 1d8 Flying damage. This move scores a critical hit on a natural roll of 19 or 20.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 2.

Flying-type 2nd-level Special

Pluck

  • casting time Action
  • range Touch

  • components 3 Move Points
  • duration Instantaneous

You peck at a creature you can see within range. Make a Finesse attack roll. On a hit, the target takes 2d6 Flying damage and if it is holding a berry, you eat it and gain it's effects.

Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level above 2.

Flying-type 2nd-level Finesse

Air Slash TM065

  • casting time Action
  • range 90 feet

  • components 5 Move Points
  • duration Instantaneous

You attack with a blade of air that slices even the sky. Make a Special attack roll against a creature you can see within range. On a hit, the target takes 2d8 Flying-type damage. This also stuns the target on a natural roll of 15+.

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

Flying-type 3rd-level Astute

0 0
1 1
2 2
2 2
2 2
2 2
2 2
2 2
3 3

Feather Dance TM216

  • casting time Action
  • range 30 feet

  • components 5 Move Points
  • duration 1 round

You cover your opponent with a mass of down. Choose a creature within you can see within range to make a Speed/Dexterity saving throw. On a failed save, the target has it's Attack reduced by 2 stages.

Flying-type 3rd-level Status

Feather Dance TM216

  • casting time Action
  • range 30 feet

  • components 5 Move Points
  • duration 1 round

You cover your opponent with a mass of down. Choose a creature within you can see within range to make a Speed/Dexterity saving throw. On a failed save, the target has it's Attack reduced by 2 stages.

Flying-type 3rd-level Status

Brave Bird TR66

  • casting time Action
  • range Self (60-foot line/Touch)

  • components 11 Move Points
  • duration Instantaneous

You tuck your wings in close and charge from a low altitude. All creatures within range must make a Defense/Constitution saving throw. Each creature takes 12d8 Flying damage on a failed save, or half as much damage on a successful one. Additionally, you expend 4 hit dice as recoil damage.

Flying-type 8th-level

3 3
3 3
8 8