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Deflect Missiles

  • casting time Reaction
  • range Self

  • components N/A
  • duration N/A

(N/A) You can use your reaction to deflect or catch the missile when you are hit by a ranged attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammo you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiences, and the missile counts as a monk weapon for the attack, which has a normal range of 20ft and a long range of 60ft.

Monk Feature

Ki Features

  • casting time N/A
  • range N/A

  • components N/A
  • duration N/A

(N/A) You must spend a short or long rest, with 30 minutes of it meditating to regain your ki points.
Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make 2 unarmed strikes as a bonus action.
Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind: You can spend 1 ki point to take the Disengage action as a bonus action on your turn, and your jump distance is doubled for the turn.

Monk Feature

Channel Divinity (Trickery)

  • casting time 1 action
  • range

  • components N/A
  • duration

(N/A) Invoke Duplicity: You can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30ft of you. As a bonus action on your turn, you can move the illusion up to 30ft to a space you can see, but it must remain within 120ft of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5ft of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting your illusion is to the target.
Cloak of Shadows: At lvl 6, as an action, you become invisible until the end of your next turn, unless you attack or cast a spell.

Cleric Feature

Channel Divinity (Cleric)

  • casting time 1 action
  • range 30ft

  • components N/A
  • duration 1 minute

(N/A) When you use Channel Divinty, you choose which effect to create. You must finish a short or long rest before using Channel Divinity again. At 6th level and 18th level, you can use it twice, and thrice between rests.
Turn Undead: As an action, each undead that can see or hear you within 30ft of you must make a Wisdom saving throw. If the creature fails, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as possible, and it can't willingly enter a space within 30ft of you. It also can't take reactions. For its action, it can only take the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, it can use the Dodge action.

Cleric Feature

Channel Divinity (Conquest)

  • casting time Depends
  • range Depends

  • components N/A
  • duration Depends

(N/A) When you use Channel Divinity, you must choose which option to use. You must finish a short or long rest before using it again.
Conquering Presence: As an action, you force each creature of your choice that you can see within 30ft of you to make a Wisdom saving throw (DC equal to your paladin spell save DC). On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike: When you make an attack roll, you can use your Channel Divinity to gain a +10 on the attack roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Paladin Feauture

Divine Smite

  • casting time N/A
  • range Touch

  • components N/A
  • duration N/A

(N/A) When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Paladin Feature

Lay on Hands

  • casting time 1 action
  • range Touch

  • components N/A
  • duration N/A

(N/A) You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feauture has no effect on undead and constructs.

Paladin Feature

Divine Sense

  • casting time 1 action
  • range 60ft

  • components N/A
  • duration 1 turn

(N/A) As an action, until they end of your next turn, you know the location of any celestial, fiend, or undead within 60ft of you that is not behind total cover. You know the type (celestial, fiend, undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Paladin Feature

Minor Illusion

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

You create a sound or an image of an object withinrange that lasts for the duration. The illusion also endsif you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from awhisper to a scream. It can be your voice, someoneelse's voice, a lion's roar, a beating of drums, or anyother sound you choose. The sound continuesunabated throughout the duration, or you can makediscrete sounds at different times before the spellends.
If you create an image of an object - such as a chair,muddy footprints, or a small chest - it must be nolarger than a 5-foot cube. The image can't createsound, light, smell, or any other sensory effect.Physical interaction with the image reveals it to be anillusion, because things can pass through it.
If a creature uses its action to examine the sound orimage, the creature can determine that it is an illusionwith a successful Intelligence (Investigation) checkagainst your spell save DC. If a creature discerns theillusion for what it is, the illusion becomes faint to the creature.

Wizard Illusion Cantrip

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