Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Arcane Trickster

You have learned how to cast spells.

Cantrips: You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list. Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice. When you reach Rogue level 10, you learn another Wizard cantrip of your choice.

Prepared Spells : You can prepare spells from Wizard spell list. You start with 3 spells with that number increasing when you gain levels. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Mage Hand Legerdemain: When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.

Rogue

Uncanny Dodge

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).

Rogue

Cunning Strike

When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. The effect occurs immediately after the attack's damage is dealt.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

:Poison (Cost: 1d6)::You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person.

:Trip (Cost: 1d6):: If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

:Withdraw (Cost: 1d6):: Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Rogue

Steady Aim

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Rogue

3 3
5 5
5 5
3 3